#arma3_texture
1 messages Β· Page 32 of 1
Wouldn't adding the AO map make it pink? Or do you mean to add a grayscale version?
grayscale of course
OK I'll try all that right now
guess why most game art use exaggerated wear maps-> because without good light shaders real life things just look really boring and flat
I get essentially the same result overlaying curvature and AO maps on my diffuse map:
Bulldozer: https://imgur.com/a/9B0ulrl
Substance Painter: https://imgur.com/a/FDLzPJV
Except now I have lines from the curvature map in the normals which looks weird, so I'd take that out
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
okay
export
the ca
using the unreal engine 4 preset
and tell me how that looks in comparison
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.
But if you think that means my problems are over, you're wrong! This is Arma!
Next question is: what are these diagonal lines that show up everywhere over my model?
missing SVLod
or SVLod too close to the surface of the res mesh (as in the same plane)
should it be inside or outsude of res mesh?
roger
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
wont work if the model didn't have transparent texture to begin with
Oh thats why, ok thanks
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
Just tried, everything works , thanks again π
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
Praise Substance Painter jesus
you may want to keep your work files though-> next installment of Arma will very likely have PBR i would assume
It's all non-destructive in SP π
until there is an update or compat change or whatever that breaks it π
@plucky onyx I should do that
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?
you can do either way it just has to be in proper file form (mine works best with .fbx)
Does anyone know any free models I could practice on texturing?
Have you looked at the Arma 3 samples @manic trellis ?
No I have not.
you can download them from steam
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.
re-texturing however is done by painting over excisting texture image
which can be quite difficult depending on how the model is made.
What im after here is to make sure what it is you are really wanting to do
Texture blank models.
For Arma?
well this channel is for Arma texturing mainly
Like I said I'll do anything giving to me.
Thats not really how it usually works
people who make the models 9/10 also make the textures
due to how the creation workflow goes
since you seem to be using substance painter you should look up substance painter tutorials
so that you understand the different texture types that make up a game ready material
as there is more to it than just the colors
turbosquid, cgtrader etc have quite a bunch of free models you can look for. Dont expect super high quality though...
Anyone got a good directory of uniform/gear PSDs?
@drowsy cosmos weapons_f\ammoboxes\bags\data\backpack_fast_mcamo_co.paa
@manic trellis I just bake all of my high poly stuff to low poly with xnormal
hi guys , i have a problem in game with texture , they are white triangles on the model
@mortal path do not cross post
i finded the problem
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
didnt know if this was a config or texture question so just put here
overlay it how?
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)
veteran priviledges
you can post links
but it does sound like a path error if your textures dont load
only diffference I saw in the face and face_injury rvmats was the MC stage
ya, when i try just the overaly with the basic blood texture it works but anything else dosnt
https://media.discordapp.net/attachments/450042917843894274/500342556740026409/20181006155850_1.jpg?width=719&height=405 thats the wound texture i have working
ok so how do you apply that?
you have to compare your MC and the blood_MC and see if there are differences
throught the materialwound
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)
all images for Arma have to be 2^n
75x75 is not a valid size
would have to be 64x64 or 128x128
hey dudes π
im trying to simply make a new flag
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
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...
@dusk blaze see ya here, sir π
gimme a hint where to find the UN Flags in the editor?
Props, type in UN in the search field, and scroll down
theyre towards the bottom of the list
ill fire up ARMA and follow along with you
Ok no need I had a look
ja
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
Otherwise you could just use their model and place your image on it
that's a different story, and your mod would need to indicate that it depends on that mod
Simple enough, but I have run out of time here for now. I have to go feed my family
thats cool π
Meantime, you can start scouring the BIS forums or YT for tutorials on how to do a simple texture swap mod
flag proxies have their textures changed using:
this forceFlagTexture "\a3\data_f\flags\flag_nato_co.paa"; // change path to your texture file
right, but will this create an add-on i can share on the Steam Workshop, or will it simply modify it for the mission?
It will modify it for a mission. You use the same code inside a config and packaged into a pbo to make an Addon.
Made, and continuing to make.
very good π
forgive me, my modding skills are next to nothing...but im eager to try new things π
thanks - we have flags on most of our land vehicles
i just have to be taught from almost scratch....
Have a look at the Arma 3 samples first of all.
right, break's over XD
For the sake of mission processing, ill try to upload my flag as a mission only texture and see if at least that works
How hard is it to make a shoulder patch?
Quite easy - see Description.ext page, a bit of config + your image and you're fine π
Thank you. Ill check when i gethome
Eager to give life to the forces in Command & Conquer :)
NOD4LIFE
back when I started modding A2 I felt the same about C&C
well still do but my own concepts project has taken priority
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
@full quarry is that C&C, or is that your own concept?
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.
π I know how that goes
there is yes
Right now, working on nod 01
our stuff never got into release stage when we moved over to A3 and started our own project
Perhaps it can be remade for arma iii
I was disappointed that the DPV wasnt in cup or rhs...
you can always make one yourself - the Desert Patrol Vehicle
that will cure the disapointment of not having someone else do it for you
True. But my skills are lacking
Trying to get flags and insignias to work is frustrating me enough
Let alone figuring blender out to make a vehicle
look up El Tyranos Blender to Arma tutorial series
well I think its the most up to date and comprehensive one we got right now
DPV reminds me of BF2
@empty lance you could just wait for these: https://youtu.be/uh5tdFHmF1Y?t=1050
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.
I'm with you, though - a little surprised that no one has made the DPV yet.
Regardless of roles or authenticity, my buggy and jeep are a blast to drive!
a little news of the progress of my map https://forums.bohemia.net/forums/topic/212471-map-st-george-island/?page=2
lmao i love how u put "nothing to do with st. george island"
@shut sparrow That's pretty cool. Are you RealtimeVFXMike himself?
@dusk blaze nope
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.
π true
All of that, or just the first part?
I wonder what would be the performance cost for paralax support on moving parts or buildings. π€
Every engine use it on moving parts and building
RV is an old engine
Maybe in Enfusion
@dusk blaze all of it! And yeah never engines use it a lot these days.
I remember creating some paralax tank wheels for Cryengine, way back in 2008. One decade later, and here we are with RV...
RVs roots are deeper
BTW it didn't work for moving parts on that engine, at that time, either. But it DID work for more than ground...
True, despite its flaws, RV is still my preferred, free to mod engine for military settings.
Now, if Frostbite were ever unshackled... whole new story.
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.
I believe this was @ancient smelt who made the glsl. I'm running v. 2018.2.3
It should still be working, I haven't tried it in the very latest version but typically you'll get errors when it breaks.
Log says it loaded successfully, perhaps I'm missing something
Would the starting template effect the shader at all?
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]
Yeah, none of the existing templates are appropriate.
I was under the impression that a template was required
I usually just start with Non-PBR (Specular Glossiness) and delete the channels that can't be used.
...and then add the extra channels.
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]
I've tried with and without optional maps, but they seem to have no effect
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
Yeap, that doesn't matter.
I had specular channel instead of specular level, but it had no effect when changed. I'm stumped.
Are you running an earlier version of substance?
Just tested it with the latest, sadly it looks like they've yet again broken compatibility with every shader.
As soon as I get some time I'll patch it up and mention the update in here.
Cool, thanks. I've never used it before but I hear good things about it.
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.
I wonder why, surely they know that it's going to mess with the community.
@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.
Apollo: Cheers!
I always love to see pictures of things that were done with it by the way.
@ancient smelt ahh didn't get to try it
with the latest SP version(s)
is it broken then?
Yeah, with the very latest version it is broken.
What is this? I feel like I'm missing out on something that I never knew existed.
I'm on 2017.3.3.
Hello, I am wondering if I'm able to get access to a template for the RHS FROG uniforms?
Thanks, Ian. Looks like I would need Allegorithmic products to use this, correct?
@dire crane there is no such template (within RHS anyways)
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.
It always comes out off or just not natural
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
i would only use the diffuse to verify stuff, not as the base on my PSD layer stack
@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
I'm deeply rooted in PS, unfortunately - like, over two decades of using the big electric cat.
Β―_(γ)_/Β―
@frozen blade Alright, thanks for your help!
Rooster3D: Try the Substance Painter 30 day demo, you have nothing to lose.
Many of the same Photoshop concepts are in it.
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?
no
and they probably wont/cant do anything about it either
because each mod has its own standard pretty much
and gear is likely made to fit some type of uniform
Did u updated the shader ian ?
make some black pasgt vest then?
..did not considerthat....interesting idea
How....hard is it to retexture a vest? As much of apain as retexturing a flag?
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
is there alpha transparency in the rockets texture or in the model?
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
what do you mean alpha in the model?
some other part of it being transparent
if the rocket is _CO texture is there some other pat that uses _CA
Also, any good retexturing tutorials? Tried following one of the tutorials on youtube, followed everything it said, but not succesfully π¦
retexturing is an artform of its on
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
I mean.. at least how to put the texture back in the game and how it actually worksπ
Bi forums editing section probably has that asked a few times. Cant remember for sure but its a common topic
@full quarry ty gonna investigate
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
but I dont understand with what you mean about the model itself being transparent
its all closed
yes but the engine treats it as transparent and (I guess) draws it on different pass with other transparent stuff
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
@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
when I removed that it fixed it..
but.....
I wanna keep it π
yeah that part has transparency right?
ye
so that is making the engine now think its an alpha drawpass object (or somesuch)
but cant remember the fix for that at the moment xP
damn.... cant really use attachTo either
since the backpack is using the .rtm animations
@unborn river in your geometry LOD, add the named property forceNotAlpha = 1
other alternative would be to put the flames in as a proxy model like muzzle flashes are in weapons
but I think you said you had some setobjecttexture script for them, so maybe that's not a good option
@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
because engine treats alpha enabled models differently
the proxy is a great idea if you could modify that original model
which as far as i know, you cannot
Hello there, I've been having an issue with my textures: some parts of it are somewhat transparent and cause a flickering graphical glitch: https://media.discordapp.net/attachments/331575722411819008/502791443220529154/unknown.png?width=674&height=602
You can somewhat see through them
I've seen this a couple times now and I'm wondering what might cause it and how to fix this
does the model have both CO and CA textures?
it may be the same thing Battlestad had above
so scroll up a bit
also @unborn river was yout problem solved?
The "forcenoalpha=1" didn't fix it
it only uses CA, I always use CA on models and this happens only very rarely
@full quarry oh yes forceNotAlpha=1 did it. Sry
switching to CO dodn't solve the problem also
@leaden foxyes it did
it didn't for me π
@leaden fox you use CA even if the model does not have transparent parts?
I dont know
but it may cause issues
CO and CA are different for a reason I believe
I always use ca. Never quite understood the difference
@leaden fox did you add forceNotAlpha in the geo lod?
yep
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
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
@leaden fox
Yeah, I'll try to figure something out in SP
when you used CO did the texture still contain transparent bits?
and did you convert it from file_CO.xxx to file_CO.paa or rename CA to CO
@unborn river was right
I had to put a black layer below all the other layers
so basically there were holes in the texture
so basically exporting the CO should also work, but I just re-named the file
its the conversion with right suffix thats important
and then binarizing with rright kind of textures
lol, don't use _ca unless you have to
shadows don't project on _ca
so if you stick your model in a shaded area it will look like it's glowing against the background
it's pretty much only good for glass and stuff
quite sure that's why they made the SSAO effects pass through it
ahem, my trees have mostly _ca polyplanes and they are being shaded
trees are rendered differently
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.
perhaps the glass shadow is the only part that should be tree-like, while the glass itself should be textured as it normally is.
you could try treescrownhader on it but Id guess thats about it
Would it be possible to attach a tree to a vehicle as a proxy?
If so, then what about just proxy-izing all the windows?
only on boats when they're beeched
What, really? That's a strange exclusion
you can use treecrownshader on any object
its used in rvmat
no idea if it can be made to look like glass though
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.
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
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
Ok thx @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
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
possibly needs alpha sorting?
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
so the jetflame should be on top or bottom?
top i would say
hey it worked!
ah yeah meant using the move to top π
thanks!
never got the "automagic" sort to work
still dont understand why my first jetpack worked straight off the bat
didnt need to do this on that one
lucky i guess
no wonder arma modding drives people mad π
the fire effect just happened to align right
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
That looks more like a issue with shadow volume.
There's no shadow lod just for testing, same issue.
When I remove the RVMAT, it looks fine
Can you post the rvmat?
i'd say my best guess is that it has to do something with the AS map
Yea, the path was wrong, forgot a . between the name and file extension
paths in .rvmat could be wrong or you didn't name the normal map properly _nohq.### before converting to .paa
clap
meh
anyone use substance regularly?
Phrasing
cant get _as to export due to something with mixed_ao
https://images-ext-1.discordapp.net/external/37Komu7zsQ9EDc0OWI-tPHGkjuwYofU1E_xnsX0g3PE/%3Fwidth%3D960%26height%3D232/https/media.discordapp.net/attachments/267706483930562561/501544063808569345/44067578_1770290519767399_8444000751562260480_o.jpg
no ambient occlusion channel or mesh map
do you have all the maps you need to export with that preset?
looks like your missing opacity and mixed ao
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
these dont look like errors
you need to paste the whole error
preferably to pastebin
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
the terrian one yes
I'm I set it up correctly, let me just double check tho
paths have \ in front, which might prevent recognition, "a3\data_f\penetration\meatbones.rvmat" should be what it looks like in builder/rvmat
@spiral crag I just used the addon builder instead of projectPBo and worked fine thank you all
Yeah, if you use addon builder, you should check in game.
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.
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
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.
http://www.boundingboxsoftware.com/materialize/ is a good start for tileable textures
great part is, it's free. also here's some tutorials as well
Like PuFu says, Steer clear of substance painter for buildings and models that require multimats if you can.
Is it possible to replace a 'map' with a different map image?
Ok :P
if the model has hiddenselection for it the map then yes
So its a partial script thing? Like a flag?
yes
hmm...interesting
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
is the model configured to use your rvmat?
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?
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
what is "object viewer"?
If you have your P drive correctly set up. Then buldozer should find and properly display the rvmat
Same as with the Base texture
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
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>
okay
so say my prefix is kuroakita\dayzplus
should i have the file hierarchy as p:\kuroakita\dayzplus\vehicles\truck\truck_smdi.paa
etc
yes
Welp i got the rvmat working now
but it certainly seems off still lol
the car is wayyy to shiny
should it be hard for someone who doesnt know anything about custom textures to create a custom flag pole?
for a milsim unit specifically
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
setObjectTextureGlobal, bam.
with any resolution?
2^n
@silk portal use the Arma flag textures as example
there are actually a nice empty flags there you can use as base
i specifically want it to be in a mod because its for a milsim unit
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
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;
};
};
Screenshot?
Apologies, I discussed the issue with the original creator and it is related to the 3D model.
My apologies.
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
anyone know what the blah_blah_Crown_mca.paa textures for trees are?
mc already has alpha channel so what's the difference then?
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?
give an example of a path that does not work?
also the textures are in p: drive yes?
yes everything is in my p drive i will post a YouTube link showing u whats happening to easier explain
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?
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
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
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?
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"
oh and just use that file the one u saved?
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?
i may have picked that up on my own ill check my tut vids that ive been using if so ill send the link
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
yup will do ill search around for it and also for the settings i actually do not have that im changing that now
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
alright imma try it now and also my texture path is now black in the rename option
alright then show me a path in your rvmat
do you have a leading\ in front of the path?
no i do not have that will add now and rvmat path i will get
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}; }; };
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?
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
no the diffuse/color .paa is defined in the texture slot of the .p3d
ok
so u technically dont need an rvmat to load a texture in game
gotcha
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
possibly
it may save the paths badly if its not there
also did you now save the p3d and not export it
yea i didnt export
for sure and thank u for the assistance as always ;)
i will link those tuts if i find the export flaw
π
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
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.
Okay Thx
Is there any good tutorial or a method to create a good Thermal imaging TI maps for cloth?
@acoustic dove not really π
arma + good tutorial is rarer than arma + tutorial which in itself is a rare beast
i thought so xD
@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.
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
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
@left horizon Are you retexturing an existing uniform or trying to make a new one?
more info would be nice
thanks, my friend helped me I just had to use the setobjecttexture command
any idea why this happens ? this half shine through https://i.imgur.com/tkYVA8I.jpg
because you're using an alpha texture for the whole canvas cover. Not just the windows
yeah because its a fabric tarpaulin any way to solve it when its the same object ?
hm that suc**
doesnt have a hmmvw of rhs also a plane like that ?
the M1097A2 if i remember correctly
Hang on, I'll get a pic
alright
the windows are separate from the canvas https://i.imgur.com/bq0JSRK.png
ok thanks for the help good to know that πΊ
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
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?
will do
if you cant find a jsdf mod on biforums or armaholic or steam workshop then likely not
theres a jsdf mod, just doesnt have attack helis is my problem.
Who asked whether we will get PBR?
DayZ tools material editor:
https://s.sqf.ovh/workbenchApp_2018-11-07_21-56-35.png
yy
nice to see the PBR but does the dayz uses it? for anything yet?
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.
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
The question is do we Need rvmats when we have pbr?
of course. How else do you assign the material paths and instruct it to use the correct surface shader techniques?
@severe rune where can i get dem tools? too lazy to search
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.."
yeah i got dz instealled
i think anyways π
found it, just need toi figure out why i cannot install it, cheers dedmen
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
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?
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
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?
yeah there is a folder literally named longsword so I figured it would be there
maybe its hidden somehow to prevent retexturing?
probably not
I'll look more deeply as I get home
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.
well I just wanted to put pizza slices on the wings
won't cry if I can't
is the arma substance shader still not working ?
@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.
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 ^^
Did you download the latest version of the shader and try it?
yea
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.
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".
Alright, I'll take a look. Thanks!
@spark shore the longsword doesnt have selections
yup
looked it up
Hello! What is the best quality in text2View? DXT5??
is there any way to make a good looking greyscale texture without using _gs?
?
I only want part of my texture to be black but want the other part to be colored
texture for what precisely
https://i.imgur.com/W4nwpRC.png
in this case a building
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
MC texture is a RGBA (4x8bit/chnl = 24bit)
CO has the same problem
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
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
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
https://i.imgur.com/wMlWmTN.jpg
the helmet and vest in this pic are using _GS
this is the station house MC texture I am editing: https://i.imgur.com/IQaqab3.png
https://i.imgur.com/odIDHBJ.png that is the helmet paa post conversion
some of the shaders, afaik, do expect specific texture types btw
how does the alpha channel look on that MC map?
what is the resolution on this one 2k?
yeah
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)
https://i.imgur.com/BkIXC9K.png
added some noise, makes a bit of a difference
color is still gross though
yeah, it shouldn't be pinkish
can you send me the .paa please via PM
the one before the added noise
sent both
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
With slight added noise and lowered white levels:
https://i.imgur.com/DNijKpJ.png
I could make the texture a tad darker if I wanted to match what it was before but this looks fine IMO
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
because i checked your TGA and these areas have some pink in them
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
yeah no idea, there was some color info there as well
I see a few scattered pixels of blue and magenta on my current one
last question, how do you convert the textures? manually or do you let buldozer do that for you?
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
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
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
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
no worries
hi all, i retexture some CUP gear for a mod im working on and im getting reports of the texture reverting to original at distance as in the pic...
https://cdn.discordapp.com/attachments/504995698744360960/512647632594927636/unknown.png
Is this user based details settings or is it something that can be addressed on my side?
most likely missing HS named selection on secondary lods in CUP's p3ds
nothing you can do
(make a ticket?)
@vale mauve might do that... for quick fix might be worth using diff model that hopefully dont have this issue?

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.
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
Is it possible to get hands on the Stealth Combat Helmet? Would love to texture it black for SCP Related things
Sure, Arma 3 root folder > Expension > Addons > characters_f_exp > BLUFOR > Data
then search for "H_HelmetB_TI_tna_F"
Oo alright thank you
in case you guys haven't seen it yet, substance painter 2019 is on sale for 83,81β¬ on steam
Can anyone recommend a step by step guide to recreate berets
@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"
@full quarry thanks for the tip, I'll look into that.
@steel shell I can try it out as practice
@exotic vault that would be amazing
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?
@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)
which wiki page is that on?
Well GG π
light is not explained tho
Yeah I did. That's the same Info I have too
well, shit
@foggy torrent to the rescue? π
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.
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 π
Like the specular power on the _SM
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.
@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 π€¦
@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.
ulltimately it is nothing more than an inherited subclass
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
pass me an example please, i have never seen it used in any p3d or any rvmat for a p3d
thank you.
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.
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
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
ok, happy to look in my code, i can so easily be wrong
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
yes that makes perfect sense (to me)
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
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
my impression is that bis binarise will automate this process where identical uvtransforms are stated.
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
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)
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
yes, no problem there. i understand the difference. but you are talking p3d
Well they are not required for any shader that has 8 or less stages.
i have never seen the following statement:
texgen = anything;
in an officila rvmat
(except for maps)
https://community.bistudio.com/wiki/Mondkalb's_MultiMaterial_Tutorial here. By Mondkalb also using them
Vanilla arma should have a multimat rvmat somewhere? Multimat's have to use them
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
thanx
Stores the texGen number as a string for whatever reason π
is it possible to unwrap a surface in oxygen2?
Sure
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
you likely have to do it manually point by point. OB UVtools are quite basic.
@wet sonnet sure - barely is closer to reality
Middle one is default sphere for OB
same for any other software out there π doesn't make it wrong, but it doesn't make it right either
You can make spheres like that in max my subdividing / turbo smooth a cube. I imagine a similar process in other programs
@hardy atlas talk was about unwrapping stuff in OB
@hardy atlas + spherify π but that was not the discussion, which was OT to this channel either way
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
does anyone know how to mod a vest and is willing to help a guy out
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
https://i.imgur.com/QhFjvLb.jpg
https://i.imgur.com/SrBxeIx.jpg
Waste of effort?
Looks good
thank you sir
nice but you could use some bump detail π
:P
nah just texture resolution is enough to update any CUP maps! <3
keep up the good work Rylan
thanks
it does have a normal map
just isn't too intense and isn't as obvious from the angle in the screenshots
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?
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.
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
I ended up shrinking the uv slightly and that seems to have fixed the issue
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
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.
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...
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
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
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
What should i do to make filled parts 0% transparent?
@solemn peak what is the suffix of that texture you are using?
no suffix. Should i use _co ?
tried with _co -- became 100% filled without transparent parts π¦
^^ - always use suffix
No suffix == user error
No Suffix and CA - same thing - transparent part are transparent, filled are little bit transparant too
that's what _ca is like
in general you should separate transparent parts on to a separate texture
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?
well if it's on the same polygon, you'll just have to suffer the weird semi-transparency
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
decal sort of thing yeah
Yup
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.
https://s.sqf.ovh/Substance Painter_2018-11-30_17-46-22.png
https://s.sqf.ovh/Substance Painter_2018-11-30_17-46-41.png
I mostly use the spec gloss one
Thankyou
note here - it still needs adjusting, don't expect a 1:1 viewport
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
Anyone knows if there is a built-in function for making the equipment icons?
Smiliar to the one for the asset previews
Nope
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.
@split zodiac BWMod has an automated process using blender. check their public gitlab repo
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,
I tried to make a .paa with texview 2 for a display dialog
But it has transperancy all over it
Anyone ever have this?
Rename the file 520DfaU_co.png, then convert using Texview.
file suffix .png_co π π€
tools should throw warnings when given files without suffix π
or just be more intelligent and automatically pick the right stuff...
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?
pretty sure youll find a couple of tutorials if you google on the forum or in general
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
bohemia interactive forum should have some stuff. And for technical details BI wiki (we call it biki)
π just seen this https://community.bistudio.com/wiki/PBR_to_Supershader solid start ^^
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.
NOTE: This guide will be updated to use the Arma 3 Tools once all relevant tools are released.
I've seen various guides on different stages of the textu...
Since I had the forums open @velvet fractal check this out too for starters
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
I dno it's still transparent
Is there something special I have to do in photoshop when I export?
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
so only way is modding ?
Found a fix to my issue. The .png has to be sized to the power of 2
ImageToPaa shows errors
texview doesn't
@valid quarry yes, @light terrace π
@frigid escarp Thank you
on a side note, has anybody made a black version of the russian 6B series armor sets?
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
@frosty fossil what is the resolution of the said texture
could be .jpg does not also load very well into the game
or the .jpg itself is saved with bad quality
i missed the jpg part....
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.
transparency is defined by the Alpha layer transparency of your texture
and that texture must be saved with _CA.paa suffix
so that the alpha transparency works in game
also you will need ot have correct .rvmat for the surface
supershader is often used for glass stuff and since you want also non transparent part in it, supershader might be able to do that
I am not sure though what you mean with the decal as Arma does not have such term for anything texture/material related
perhaps you mean its a decal you add to the texture in photoshop?
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.
should be possible yes just dont make that part transparent in your texure, save it yourtexture_CA.tga and convert to .paa
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.
the blue tint is a common problem with non-sorted faces with alpha texture
ya gunna say move it up the stack?
select the parts with _CA texture on them go to OB - surfaces - move top
If thats the case I forgot about that.
at least what you describe sounds like that
yeah ya probably right I didn't think about the stack order. I'll give it a shot. thanks
pretty much all you can do is draw over the existing textures
