#arma3_texture

1 messages Β· Page 33 of 1

full quarry
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especially if you dont have access to the orginial head they were made with

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but for modded faces the options are fairly limited

velvet fractal
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@full quarry i have a question about textures, i've been following along the forum link you gave me earlier

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that tutorial states that you want to open and extract the .pbo file that contains the item you want to retexture using eliteness, however, i am not sure which one mine is. how can i find that out?

velvet fractal
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maybe anyone else who could answer my question?

severe rune
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how can i find that out look at the internal path of the file. Look at all the pbos that could be it. And take a good guess

leaden fox
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Hey guys, what workflow should one use to have seamless textures on A3 buildings/other big objects?

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I'm used to UV-mapping stuff manually and applying textures on a set of textures, but seamless is just a completely different story

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where do I even start with it?

golden niche
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multimaterial?

leaden fox
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I don't know, that's why I'm asking πŸ˜„ Seems like multimaterial allows of mixing layers of different textures, does it allow applying seamless?

full quarry
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@fringe pivot thats pretty nice tutorial for MM

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@honest pagoda could we get the 3 above links pinned?

honest pagoda
full quarry
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Thank youuu!!

leaden fox
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Oh, such a nice tutorial, thx

obsidian nimbus
knotty marsh
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SSAO you mean?

fringe pivot
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Increase the brightness of the black in the green channel.
@obsidian nimbus

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If you see the sample in my tutorials I use about 50% gray instead of full black.

obsidian nimbus
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I'll give it a try

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non of the actual visible part of the texture is black

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your ads texture is so bright

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I try to make mine look closer to the vanilla ones

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If I understand how ads works correctly, green channel is the standard AS, and the blue channel is what it looks like at a distance

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is this accurate?

frozen blade
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@obsidian nimbus yes

vagrant lake
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Hey Guys would be nice if you could upvote the following Link so we maybe get a standard A3 Renderer in Substance Painter someday https://bit.ly/2zMVT2V

onyx quest
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2 hopefully simple question:
a) i seem to have trouble converting pictures to paa with the ARMA tools. why is that?
b) how can i make a texture for a flag?

worn fog
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Does anyone think they will come out with an arma 4?

severe rune
worn fog
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@severe rune Maybe not. But there is nobody in general.

severe rune
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there are 3500 people online.

worn fog
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Yes, it just so happens, that there is nobody in the general chat

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Ok

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Thanks

full quarry
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everyone online are on all channels

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not everyone speak on every channel

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and the server does get more quiet in the middle of the night here in Europe

severe rune
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Plus.. If everyone of the 15 thousand members would answer a "hey fellas" it would be pure spam hell here without anything productive ever getting done

onyx quest
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it would be nice to see that once though

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anyhow... nobody know why the stupid ImageToPAA thing returns me Failed to convert?

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its jpgs and pngs. should work i thought

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if i rightclick the file i see a warning that conversion may not work, and some X and Y coordinate

full quarry
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Wrong dimensions probably

stray relic
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Image has to be size 2^m x 2^n

onyx quest
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hmm i have one jpg here in 512x512 that doesnt work. and one 128x128 png that does work

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there a max size?

nocturne lake
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is the .jpg 8 bits per channel or 16?

onyx quest
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i have no idea

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says "bit depth 24"

nocturne lake
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hmm, that should be 8 bits per channel then

onyx quest
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can i send you the pic to have a look at? its just a unit logo

stray relic
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Have you tried converting to a tga and then using Texview 2 to save as a paa. That always works for me.

onyx quest
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hm if i convert it to tga with gimp i cant even open it with texview 2

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but i guess texview does the conversion from the jpg to paa without an issue...

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at least i hope that is what just happened

stray relic
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If you can't even open the tga in Texview it sounds like something is very wrong.

Two things, double check your file name is "myTexture_co.tga" or "myTexture_ca.tga" for a texture with transparency. Also double check the dimensions are exactly correct eg 512x512.

wet sonnet
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I think that GIMP uses RLE for TGA as default? I had some issue like that in past

stray relic
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Could be, I use paint.net. The tga should be uncompressed.

wet sonnet
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Yeah...

onyx quest
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well it seems to have worked now using the original jpg and texview 2.

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that same conversion did not work with imagetopaa

umbral shore
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Does anyone have a high quality version of French CEU Camo that they would be nice enough to share?

celest obsidian
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@umbral shore Check your DMs πŸ˜ƒ

dense peak
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Hey there guys!

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I've been using Substance Painter for quite a long time for ARMA 3

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I was recently repurposing a project of mine that used a PBR Roughness/Metallic set up (Was meant for UE4 but now I"m trying to export to ARMA 3)

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I had an RVMAT export preset that uses Specular/Gloss

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I was wondering if anyone has an export preset for Roughness/Metallic

severe rune
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Arma uses specular. So no, you cannot just export metal/rough and use that

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You can use Substance Designer or other tools to convert your texture from metal/rought to spec/gloss

dense peak
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SP does allow for export to a different workflow, but I don't have a preset the translates Metal/Rough to Spec/Gloss then RVMAT

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It has a native option to export PBR SpecGloss from MetalRough and vice versa

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I just don't have one that does the same as the above then RVMAT

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Its fine though

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I'll figure it out somehow

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Thanks @severe rune

severe rune
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You could do the normal export to rvmat conversion in substance designer
Only thing you need to do that I can think of is combine the Specular map

vagrant lake
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Friendly Reminder: would be nice if you could upvote the following Link so we maybe get a standard A3 Renderer in Substance Painter someday https://bit.ly/2zMVT2V

severe rune
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I don't think allegorithmic will make renderers for every oh so special game in existance.

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Also we already have the Arma shader for Substance painter

vagrant lake
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yeah that dont work for newer versions πŸ˜„

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i ask them on twitter, they said it wouldnt be a problem if there will be enough people that want them, and that i should make that entry i posted

dense peak
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@severe rune So there's a shader for ARMA 3 made for SP?

severe rune
dense peak
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YES

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Thank you!

severe rune
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But i guess broken after 2018.1
I'll see what I can do about that.. no promises

frozen blade
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the a3 substance shader needa to be used from the start of the project btw

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last i know

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it doesn’t work indeed with 2018.1 + versions

severe rune
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ian fixed it for 2018.1 so I guess that once works

frozen blade
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isn’t ian about, maybe worth pinging the bloke

severe rune
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Okey I got my painter updated to latest version.. Only took an hour πŸ™„
I see what's broken. Doesn't look too hard to fix

white apex
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Every programmer in the history of computers has said that πŸ˜‚

severe rune
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Okey I fixed all the errors it threw.. Now the output is black though πŸ˜„

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yeah... black output makes sense if you use diffuse instead of base color 🀦

severe rune
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πŸ€” IRay uses a seperate MDL material to render.. We need that too so that we can render Arma shader in IRay...
Looks possible...

I'm not really a texture guru so help me a little here. I'd love to be able to switch back and forth between PBR spec/gloss and arma shader. The only real thing that's preventing me from doing that is that arma shader uses base color while PBR uses Diffuse.
Can I just change the arma shader to use Diffuse instead, or would that be a horrible shader abomination that noone should even think about doing?

runic dagger
frozen blade
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@severe rune neah i think that would work, you can conver from diffuse to base color afaik

severe rune
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Why didn't ian do that then, would make it alot easier to convert a existing PBR specGloss project over to the Arma shader. You basically only have to adjust the brightness of the existing diffuse to match what you expect.
I might try that later

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ALso pls tell me if that shader works as expected :u

gentle mango
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Does anyone have the time to talk me through how to make a good smdi texture? Unfortunately due to absolutely terrible internet YouTube is pretty much a nil option. (I'm talking dial up speed internet)

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I've used substance painter to make a texture and split it into the group's but it's coming up really shiney and I know that means reducing the blue channel but I can't figure it out.

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Ping me a PM for more details cheers.

silver gull
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@gentle mango blue channel (gloss) is just how "tight"/"small" the highlight dot is, if you take a sphere as sample object. In addition, there is a multiplier for the blue channel in rvmat called "specularPower".

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shiney can also mean too much light reflected in general, which means G channel (and the specular[] values in rvmat as multiplier. )

gentle mango
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so in the blue channel the more whiter the shinier?

silver gull
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red sphere is specular -> highlight size stays same, but intensity of light reflected rises with increasing value

gentle mango
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Cheers @silver gull

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I'll keep going over this til it sinks in πŸ˜‚

severe rune
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Okey I tested just changing the arma shader's base color over to diffuse.
Can now just switch back and forth between pbr-spec-gloss and arma3apex shader.

ocean river
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Anyone knows why it wont show the full texture?

severe rune
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checked RPT for errors? tripple checked that file paths are correct?

ocean river
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Theres only one texture for the headset

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haha i don't understand why won't show the rest

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this is the config

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class CfgGlasses {

class BEA_Peltor_M81_glasses {
    scope = public;
    author = "BullsEyE";
    displayname = "Peltor Headset";
    model = "\BEA_Gear\Models\Peltor";
    hiddenSelections[] = {"_headstrap"};
    hiddenSelectionsTextures[] = 
    {
        "BEA_Gear\Data\Peltor\Textures\BEA_Peltor_m81.paa"
    };
    picture = "\BEA_Gear\UI\Peltor\Peltor.paa";
    identityTypes[] = {"NoGlasses", 0, "G_NATO_default", 0, "G_NATO_casual", 0, "G_NATO_pilot", 0, "G_NATO_recon", 0, G_NATO_SF, 0, "G_NATO_sniper", 0, "G_NATO_diver", 0, "G_IRAN_default", 0, "G_IRAN_diver", 0, "G_GUERIL_default", 0, "G_HAF_default", 0, "G_CIVIL_female", 0, "G_CIVIL_male", 0};
};

};

stray relic
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@ocean river Try renaming your texture to BEA_Peltor_m81_co before converting to .paa
"BEA_Gear\Data\Peltor\Textures\BEA_Peltor_m81_co.paa"

severe rune
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also I see you are setting the hidden selection for _headstrap... Makes it sound like headstrap and earcups are seperate

ocean river
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How do i make it into one?

severe rune
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make a single selection in the model and model.cfg

ocean river
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damn

full quarry
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Odd that it does not have any default texture applied to it.

rapid wasp
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@severe rune when trying to use that shader in substance painter 2018.3.0 and 2018.3.1 i get the error below. I also noticed that there are no settings to change under the shader settings, it's empty.

[ResourceShader] arma3apex:396 | 6(396) : error C1115: unable to find compatible overloaded function "texture(struct SamplerSparse, vec2)"

obsidian nimbus
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Why does the multimaterial shader have texgen = # as an option if you can't actually change it?

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I remember someone saying it just couldn't be previewed in buldozer from object builder but even after it's binarized and in game it uses an incorrect texgen

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I just need the normal map of one texture to use a different uvset than the texture itself

severe rune
severe rune
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Does anyone have experience with the SuperHair shader for hair rendering? I might want to have some fur on a silencer (don't ask) but I've never seen anyone use the Hair shader

acoustic dove
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there isnt much info on superhair other than Miller's head using it

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it might have better transparency/shading with hair maybe

severe rune
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It's a combination of Super Shader, with tree shader alpha.
Dunno... Probably won't really help me

nocturne lake
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Hmm, can it use _ca without the shitty weird glowing effects?

severe rune
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There is also SuperHairAtoc, I don't really know what it does
It's the same just "with atoc" Β―_(ツ)_/Β―

rapid wasp
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@severe rune looks like its working properly again. the file i download yesterday must've been corrupted or something.Β―_(ツ)_/Β― πŸ˜€

severe rune
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Yeah I dunno.. Same thing happened with mine. But after painter restart it was fine again with no changes... Painter probably caches something somewhere and mixes them up

faint geyser
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Hi guys, I have some problems with ground textures normal maps that my friend created... As far as he knows, he created them correctly, but somehow these textures are totally flat in-game. Any clues what are the most common mistakes in creatin arma normal maps?

full quarry
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Terrain material normalmaps also need the alpha layer component and need to be named _NOPX before converting to .paa

faint geyser
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Are capitals necessary? I've renamed them before converting to .paa but did use lowercase

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OK, it seems there was no alpha channel, will try adding it. Thanks for guidance πŸ˜ƒ

full quarry
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all lowercase is better

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also dont use extreme ends of the greyscale in the normalmap

vivid sentinel
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So I am getting some pretty sweet pure blue tinted textures after switching my textures out on my map. Is this due to them being 1600x1600 instead of 2048x2048 (or 1024x1024?)

nocturne lake
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yes

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they have to be a 2^n

vivid sentinel
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Would it be smarted to downscale to 1024 or upscale to 2048?

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smarter*

full quarry
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upsclaing usually looks worse as it does not use all the pixels it can

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but Id say test it out

vivid sentinel
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Eh, 1024 can't look that bad

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fingers crossed

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terribly wrong, upscaling it is

dire crane
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I'm currently experiencing some difficulty with the specular, parts are dark where there should be light reflected on it, and vice versa. I bet it has to do something with the channels, but could somebody point it out? Thanks in advance!

severe rune
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is your texture named _smdi before you convert to paa?

dire crane
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yes

severe rune
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green channel is the specularity and blue channel is multiplier. Usually blue channel is all 0xFF

dire crane
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and what is red suppose to be?

severe rune
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in SMDI it doesn't matter according to wiki. It's set to all 0xFF when you convert to paa

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SMDI should be mostly red with shades of pink

full quarry
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might need to flip the green channel

dire crane
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Alright, I'll try that

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I tried that, and didn't seem to change much

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so either I completely screwed up my _smdi, or something in the .rvmat is not right

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Bare in mind, I'm just a novice texturer

severe rune
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maybe just show us the texture and rvmat so that we can see for ourselves

full quarry
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also its possible your normalmap is not right

dire crane
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Can I just post a link to google drive for you guys to download?

severe rune
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ye

severe rune
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Uh.. interesting.. When I downloaded the rvmat two doc files mysteriously appeared in my Downloads folder.. Although I never doesnloaded them πŸ€”

dire crane
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Well, if me to upload it somewhere else?

severe rune
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dir[]={0,0,0}; is technically wrong. Needs to be dir[]={0,0,1}; but I don't think that matters

dire crane
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*if you want me

severe rune
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your fresnel in Stage6 is missing the argument in the right parenthesis

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Default is texture = "#(ai,64,64,1)fresnel(0.4,0.2)";

dire crane
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Ah, alright

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Alright, I changed that around, no noticable difference

severe rune
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specular[]={1,1,1,1}; maybe set that to null?

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Is the problem that everything is reflecting?

dire crane
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The problem is that reflection is inversed

full quarry
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whats your normalmap made in?

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and is its green channel/ Y-axis direction correct?

dire crane
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Nah, my stupid mistake. Green channel inverse did fix it, thanks!

full quarry
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πŸ‘

dire crane
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Guys, I just wanted to come back and say thanks again. After some tries I figured out it wasn't the green channel or the _SMDI, but it was the normal map's blue channel that needed to be inverted

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Thank for your time!

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*Thank you

full quarry
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usually it is the green channel of the normalmap that needs inverting

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@dire crane you sure it was the blue for you?

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also what did you create the normalmap with?

dire crane
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I'm 200% sure it was the blue

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just changed it back and forth again, and it did work

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Nvidia texture tools

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I just mean photoshop btw

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Anyways, it's solved now so thank you!

full quarry
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dont use that myself and cant remember what way it made the normalmap axis

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but if it works for you then πŸ‘

odd crane
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I have like 30 magenta post-its on my desk. I thought "if I rendered this half of my desk would be invisible" lol

tulip prawn
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Hi all. Been doing some texturing lately and have made 2 so far, however with vehicles there is no specific layout that is transformed from one to another. Is there any anatomy tool used to identify what parts what on vehicles?

nocturne lake
frozen blade
tulip prawn
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Thanks

tulip prawn
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Oh fk. Whoops was finding a format to trade mark some of my missions. Lol

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Was ment to be pasted into another discord as a clipboard

slim elbow
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Alright so I have a question guys so I am working on this texture and I am experiencing a weird issue. So I am doing a retexture of a mod with their permission as well as doing a default uniform retexture. The default uniform is correct and I made the vest with the same photoshop techniques. I even went as far as copying the rvmat to the vest (while maintaining my file paths to smdi and no_hq). However the uniform is substantially darker than the vest. I have a feeling that it has something to do with the rvmat. But I am unsure where to look at this point.

full quarry
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in the other ambient and diffuse values at the top are 1,1,1,1 and in the other 0.5,0.5,0.5,0.5

heavy apex
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hey guys, would anyone know why when I go inside a building the texture on the hat I made is completely black.

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I figure it is a RVMAT issue but have been messing around with the values and no luck

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i might have fixed it from the @slim elbow example

full quarry
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probably bad ambient values or wrong kind of AS map

heavy apex
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I have a blank AS of pink

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I don't know if that is even correct

nocturne lake
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should be white if it's to be unshaded

sudden marlin
full quarry
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so whats it supposed to look like?

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why do you have such basic rvmat on it anyway

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theres pretty much nothing in it

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also youre probably missing all the relevant stages in it

sudden marlin
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I'll make some of the other textures and try again.

full quarry
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make proper rvmat too

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also textures must be have right dimensions and they must have correct suffixes on them before converting to .paa

sudden marlin
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I made sure of that, yes

sudden marlin
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Um... well I fixed but I'm not sure how because I did multiple things: Re-exported from blender to p3d, added normal a specular maps, and rewrote the .rvmat file.

full quarry
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likely a combination of things

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for starters the rvmat was all wrong

umbral shore
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Hi Folks....I'm looking for some high quality Kamysh camo patterns...Woodland, Urban, etc. I'd greatly appreciate them if you could send them my way.

rain crest
brittle cosmos
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Is the texture size a power of 2 (e.g. 512x1024, 2048x2048)?

nocturne lake
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looks like the texture doesn't have correct alpha channel

rain crest
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@brittle cosmos yes, they're all 1024 or 2048

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@nocturne lake I'm not sure that's case.... the black shape you're seeing is caused BY the alpha. The polys themselves are rectangles I believe

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doesn't mean that's not the case but I'm not sure why it would show up in some places and not in others

nocturne lake
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is the texture saved as _ca or _co though?

rain crest
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neither

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should it be _co?

nocturne lake
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that might be your problem then, since the suffix tells the tools how to encode the texture

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if the original is _co, probably best to use _co

rain crest
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it's not

nocturne lake
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_co is 1 bit alpha, _ca is 8 bit alpha

rain crest
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this model has problems but it's the closest I could find to what I needed

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as a matter of fact, it complains about a texture it can't find in the P: drive when you first load it but there's no way around it that I can find

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now I have a _ca file that looks like this:

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I'm thinking I may have just found my issues

nocturne lake
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if it is looking for P: drive ingame, texture path is wrong

rain crest
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yeah, but there's nothing I can do about that is there?

nocturne lake
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file paths ingame should only look inside .pbo space

rain crest
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These headaches make me question things like why BIS decided to have the stalker ghillie attached to another uniform instead of available to be placed over top all of them

rain crest
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@nocturne lake If I manage to get the textures to actually function, is there anyway to rememdy the fact that the model is looking in P:/ for textures?

brittle cosmos
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The model would only be looking for the textures in P:\ if the path for the texture within the model included it. All file paths should not contain drive letters like C:, or P:

rain crest
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@brittle cosmos So you're saying it's in the model itself? It's definitely not listed in the rvmat like that but nothing in the config file I've setup looking drive P:/

full quarry
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Where is the model from

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If you're missing it's original texture or materials you don't have all ot it's relevant data unpacked

gaunt kindle
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is it possible to have an emissive texture in arma?

stray relic
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Yes, set the emissive values in the rvmat.

full quarry
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But do note that emmisive things just look glowing , they don't actually illuminate their surroundings

leaden fox
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Do the body parts use multimaterial as texture?

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Scince there is the "HL" hidden selection

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But it changes the basic color of skin according to character's skin color

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Yet the shadows and details are added to it somewhat

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So is that multimaterial or some second level magic?

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Asking science I'm considering making a naked torso model

full quarry
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No the skin shader is its own thing

leaden fox
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Any reference of how do use it?

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Or is it even possible to make a naked torso then?

full quarry
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And the identity changing is special too

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Sure it should be.

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Open up a skin material and see how it works.

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As usual documentation is nil though.

leaden fox
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O'right

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Thanks, have a good holiday!

full quarry
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Actually there is this

rain crest
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@full quarry I figured it out, I had to get the model loaded up and saw that it's LODs were referencing textures incorrectly. I've almost got this thing figured out

full quarry
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πŸ‘

toxic urchin
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hey, how can i make a transparent texture?

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i'm editing the texture for the shoulder pad vests, so only the shoulder pads are actually textured and everything else is transparent

full quarry
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Texture needs to have alpha channel transparency and it needs to be saved in file format that supports it (tga) and named with proper suffix (_CO, _CA, _NOHQ etc, in your case "yourtexture_co.tga" and then converted to .PAA

toxic urchin
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cool, thanks!

white cargo
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_ca is the suffix you need if there's an alpha channel on the texture

full quarry
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No, in case of simple transparency, _CO is enough as it has 1bit (on/off) alpha layer instead of _CA that has the smooth 8bit alpha.

white cargo
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ah I see

severe rune
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So _co is a flip flop alpha going bit bop bip?

toxic urchin
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okay so essentially, make a transparent texture (sans the bits i need) and then save it as .tga, add suffix _co, and then convert to .paa?

severe rune
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.png should work too..
But yes.

toxic urchin
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cool, thanks lmao

full quarry
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Tga is more lossless format

severe rune
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PNG is lossless too tho

woeful magnet
severe rune
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fails to load the png

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as the message says

woeful magnet
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Ye, but others which i Convert works

severe rune
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your png is probably broken

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Yeah. That further indicates that png being broken

woeful magnet
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Found the issue, it was the COnverter

frigid escarp
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is stage numbering important? like starting with stage0 vs stage1?

full quarry
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Stage0 would define the main texture?

severe rune
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@frigid escarp is stage numbering important? like starting with stage0 vs stage1? no. It's read like a config. Actually it is a config

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Stage0 is the diffuse defined in the model. I've never seen anyone use stage0 in rvmat and I never tested if it works aka overwrites the one set in p3d, But from memory I'd say it won't.

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AlphaTest doesn't exist.

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And yeah mainLight and fogMode are still used for smth

frigid escarp
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@tender fjord left side is DeP3d -Em output

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texGen classes are like base classes to avoid duplicating code, right?

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is uvSource="Tex5"; valid and is the mismatch indicating a bug?

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here it doesnt mention Tex5

severe rune
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yes

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texGen entries are ignored if you don't actually have texGen classes in there

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Also your uvTransform matrix is wrong

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dir should be 0,0,40

frigid escarp
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well this is coming from said mod (jones snow objects) - which should be basically plain A2

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so either things have changed, or more likely its bad data from BI πŸ˜ƒ

severe rune
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We already know BI doesn't do everything correctly always πŸ˜„

#

The devs who wrote that stuff 10 years ago knew how to use it correctly.

frigid escarp
#

is anything in rvmat case sensitive?

tender fjord
#

none

#

i have never seen mainlight or fogmode, and there is nothing in a p3d which bakes such items. It might have relevance to massaging the values baked into the p3d, but nothing detectable.

#

alphatestXXX are used solely for clutter, corrected alphatest to alphatest32. a gremlin crept in, or I was tired.

frigid escarp
#

should be the same files

tender fjord
#

I'll have a look kju but as stated, this vars= are not baked into the p3d

frigid escarp
#

relevant for wrp creation maybe? seems unlikely clutter is read for it though

tender fjord
#

there's nothing in a p3d which refers to, or nuances, these names. with or without, the resulting p3d is identical.

frigid escarp
#

@severe rune can you tell what/how mainLight and fogMode are read from said clutter rvmat?

#

VertexShaderID = "NormalMapDiffuseAlpha";

#

but in A3 data

#

p:\a3\map_data\gdt_concrete.rvmat
p:\a3\map_data_exp\gdt_asphalt.rvmat
p:\a3\map_data_exp\gdt_beach.rvmat
p:\a3\map_data_exp\gdt_forest.rvmat
p:\a3\map_data_exp\gdt_grass_short.rvmat
p:\a3\map_data_exp\gdt_grass_tall.rvmat
p:\a3\map_data_exp\gdt_reddirt.rvmat
p:\a3\map_data_exp\gdt_rock.rvmat
p:\a3\map_data_exp\gdt_seabedexp.rvmat
p:\a3\map_data_exp\gdt_vbeach.rvmat
p:\a3\map_data_exp\gdt_volcano.rvmat
p:\a3\map_vr\data\gdt_vr.rvmat
severe rune
#

@frigid escarp can you tell what/how mainLight and fogMode are read from said clutter rvmat?

https://github.com/dedmen/armake/blob/cpp/src/material.cpp#L328
https://github.com/dedmen/armake/blob/cpp/src/material.h#L164

i have never seen mainlight or fogmode, and there is nothing in a p3d which bakes such items
wut? Written to p3d embedded rvmat right here: https://github.com/dedmen/armake/blob/cpp/src/material.cpp#L533

@frigid escarp Correct. That shader doesn't exist in Arma client
See https://discordapp.com/channels/105462288051380224/105462541215358976/523473653900247051

frigid escarp
#

thank you

#

"terrain exclusive shader" means read then by binarize for wrp creation?

verbal briar
#

Hello folks, I am wanting to retexture a Vanilla Arma 3 building to another color, is this possible with hiddenSelections and hiddenSelectionsTextures within the config?

full quarry
#

If object has hidden selections configured such can be used for in game placed objects but terrain placed objects that won't work.

#

@verbal briar

verbal briar
#

So then the Research HQ and House can not be retextures then?

full quarry
#

no

verbal briar
#

thank you

indigo trail
#

any good guides for re texturing?

full quarry
#

get the texture .paa file convert to .tga edit in insert your choise of image editor save and convert to new .paa and setup config classes for new items that use your texture in hiddenselections.

#

BIforum editing section has a pinned thread for the topic I recall.

indigo trail
#

Ok thank you very much sir

full quarry
#

but basically its just editing the texture or painting your own

obsidian nimbus
#

is there a detailed explanation of exactly how SMDI textures work anywhere?

severe rune
#

something something sun angle something fresnel something angle of incidence something something.

Anything specific you are looking for?

obsidian nimbus
#

Not really

#

I guess it would be nice to know how to create arma-friendly specular textures from traditional specular maps or material textures from textures.com

severe rune
#

I just convert my PBR specular maps directly

#

didn't notice problems with that yet.. I think. Though I don't look very closely

obsidian nimbus
#

what is your workflow to convert them

#

everything I try just looks wrong

severe rune
#

Export from Substance using the preset thingy πŸ˜„

#

I guess otherwise I'd use substance designer to swap the channels around

obsidian nimbus
#

I don't use anything other than photoshop

severe rune
#

specular on green channel, glossiness on blue

#

and red channel is constant 1 aka 255

obsidian nimbus
#

that never seems to work though lol

severe rune
#

does it looked right when compared to a known working smdi?

#

fresnel value in rvmat is also important

obsidian nimbus
#

using the metallic and roughness maps in any channel order never looks correct

#

or just using one or the other

#

I usually just take the fresnal from an existing .rvmat of a similar material

severe rune
#

using the metallic and roughness maps

#

smdi is specular map

#

metallic roughness vs specular glossiness

obsidian nimbus
#

what should go in which channel?

severe rune
#

R = 1
G = specular
B = glossiness

#

Substance Designer can convert metal/rough to spec/gloss I think

obsidian nimbus
#

why can't I do it manually?

severe rune
#

Guess that works.. never tried

obsidian nimbus
#

Ill check it out

#

thanks

dense peak
#

Guys I just bought corel draw and graduated with a diploma. But the most important thing is: what can I do with it about arma 3?

full quarry
#

Paint textures if you like.

#

More important thing is what do you want to do for Arma 3

dense peak
#

Custom flags

#

And icons

#

And logos

#

I think it's the same of painting textures

#

But the most important. How to don't get errors about colors and supported file format

full quarry
#

well since its a painting program you can do any image creation and editing with it.

#

Dont know what you mean about errors about colors and file formats though

silver gull
#

.tga or .png is fine - conversion is done with arma tools

full quarry
#

yah you cant open the .paa files outside armas tools

#

have to be converted to .tga or .png - edited and converted back to .paa

nocturne lake
#

.png is fine so long as it's not >8bit per channel

silver gull
#

textures always power of 2 pixel size (128, 256, 512, 1024, etc) otherwise you get weird errors ingame

#

thats all there is to it

dense peak
#

Ok thank you

dense peak
#

Also if someone need a artist you can call me. I'm trying to improve my ability of corel draw

#

Though my approve points were 99% loved my corel draw class. But I am sad I couldn't be more longer than 70 hours.

#

πŸ˜„

full quarry
#

thats unfortunately how school works. The classes end and you just have to continue on your own

dense peak
#

Yeah... also corel draw is easy to use

#

Better than photoshop some times

#

It depends on the job you want to perform

full quarry
#

indeed

#

and what program you use the longest

leaden fox
#

hey guys, what RGB channels should I invert to invert a SMDI?

nocturne lake
#

G if your inverting specular, B if you're inverting gloss

leaden fox
#

aye, thx

distant hornet
#

what the ideal brightness level for Unit Insignias?

#

useing adobe phototshop

full quarry
#

Id compare to the vanilla patches and such

proper pivot
#

On the subject of SMDI maps, I recently got IanBanks' Arma3 shader to work with Substance Painter. (SP Version 2018.3.1) However, as far as I can tell, I don't seem to be able to influence the spec/gloss or be able to replicate what the SMDI file would do with this shader. (E.g. if I change roughness of a part, there is no visible difference or if I add a specular texture layer and change its value/colour) it seems to have not effect. So it seems like all I see in SP is the equivalent of the what would be the _CO and _NOHQ in ggame. (I'm not sure I can tell the difference when I remove my AO in SP.) Is this to be expected?

severe rune
proper pivot
#

Ah!

severe rune
#

You need specular glossiness workflow. The shader should use the normal Specular/Glossiness channels

proper pivot
#

OK but I tried adding a specular texture set, adding a fill layer with specular values and changing the fill from all the way from black to white but it made no difference. Initially, I exported spec and gloss maps, then re-imported them onto spec and gloss texture set 'fill' layers and saw no difference - hence trying the black/white trick. So this still suggests I'm missing something!

#

Just giving it another try now to make sure I didn't fat finger somewhere....

severe rune
#

if you export them with the Arma preset, do the textures look correct too?

proper pivot
#

I'm not quite sure I know what you mean. I'm trying the shader on a project that's already 'finished' i.e. I have successfully got it in game and looking OK if that's what you mean.
But this project was one where I was really disapointed at how poor it looked in game compared to SP so I thought I'd try this shader to see if it could help me improve it.

severe rune
#

I'd have to check for myself if I can reproduce that. Won't have time today though

proper pivot
#

Understood and very much appreciate your time and effort!

mellow zinc
#

Playing with ammo counters.
When in shadows the "colors" dissapear.
Which setting in my RVMAT are borked?
I tried playing with both diffuse, and forcediffuse (as I understand it one is for direct light, and one is for light in shadow) with not much luck

ambient[] = {1.0,1.0,1.0,1};
diffuse[] = {1.0,1000.0,1.0,1};
forcedDiffuse[] = {1,1000,1,0};
emmisive[] = {0,1000,0,0};

Working: https://gyazo.com/b69224a76a5d6044b758f477ac9dc6dc
Not working because of shadow: https://i.gyazo.com/ad15c3448753bd80dcdd750db256dca8.png

golden niche
#

ambient[] = {1.0,1.0,1.0,1}; try ambient[] = {1.0,1000,1.0,1};

mellow zinc
#

@golden niche That fixed it

#

What does Ambient actually do?

#

And thank you btw

golden niche
#

multiplies color values (color texture R,G,B,A) of the surface that is not lit by main directional light.

full quarry
#

Could use emissive if you want it to glow like that VR suits stripes.

proper pelican
#

What is the best DXT1 or DXT5?

severe rune
#

use the one you are supposed to use

#

use the proper suffix and it'll choose the correct one

proper pelican
#

ΒΏ?

#

Im making a texture for a mod, Wich one Im suposed to use

wet sonnet
#

It depends on texture

#

Compression is different between e.g. _CO and _CA textures

nocturne lake
#

Name your textures properly and use ImageToPaa instead of texView, then you wont need to pay attention to anything like that, and you can batch convert your files instead of doing them one at a time

proper pelican
#

hmm so what is CA for?

nocturne lake
#

glass mainly

covert light
#

Hello a question is it possible with a Rvmat to adjust so only the white lights and the black not?

ancient smelt
nocturne lake
#

@frozen blade ^^

frozen blade
#

@ancient smelt great cheers man

proper pivot
#

I think I must be doing something wrong with that latest shader as I can never get it to show specular and gloss effects - just the base colour. Is there an "Idiots' guide" to using that shader anywhere? (As I clearly seem to be falling into that category!)
One possibility is that I'm using 2018.3.1 NOT 2018.3.0 so perhaps it's related to that?

real summit
#

I just get black diffuse and can't see any of the materials, it's my first time using shaders in SP so I've probably done something wrong. I was on 3.1 and dropped to 3.0 didn't make a difference

hardy atlas
#

I prefer to work in metal rough now and just convert the textures afterwards

proper pivot
#

That's my workflow as well but the final appearance in game seems to be somewhat hit and miss. I might be mis-understanding what the shader allows us to do but I had assumed that if you convert the metal/roughness to specular/gloss and apply that to the model in SP, you'd be able to see something much more like the in game effects directly within SP.
But as I say, I might have mis-understood the intention of the SP-Arma3 shader.

chrome anchor
#

did anyone ever change the raindrop texture? πŸ€”

#

I am having some trouble to get the new one in without being totally strechted into one direction πŸ˜…

severe rune
#

same dimensions as original?

chrome anchor
#

yep

#

however, I think they are rescaled somehow

severe rune
#

πŸ€” maybe the original is stretched too. But compensated for that in the image file

chrome anchor
#

also the tranperancy doesnt really work (altho its even _CA)

#

not even the original one really has a transparent background

#

its basically just raining greyish squares now

severe rune
#

Maybe they don't need transparency and the engine does it's own processing on the image

#

your new rain texture should look basically the same as the old. Don't try to "improve" things by making it really transparent or such

chrome anchor
#

actually wanted to change it to snow and some other weather effects

#

I guess I will try to compensate some stuff with the texture, maybe that will work

severe rune
#

If arma expects special properties of the input image. Then you need to replicate that. Like if it get's stretched when rendered, you probably need to do the opposite in the input image

tulip monolith
#

glass texture only showing on 1 side? in blender i made a "plane" as the glass panel, in object builder i set it to a color and added the rvmat. from the outside it works, but while inside looking out theres nothing. any ideas?

full quarry
#

Blender by default shows the backface of a face

#

you need to enable backface culling in Blender viewport to see how stuff actually work in game engines (usually use only 1 sided faces)

#

if you want 2 sides you need to duplicate and flip the faces

tulip monolith
#

so with the blender to arma weirdness its only showing up as 1 face. ok, thanks

full quarry
#

it is just a 1 face

#

of which the front side is drawn

tulip monolith
#

would a .0001 thick cube be better, then a plane?

full quarry
#

no

#

unless you want the glass to look its thick

nocturne lake
#

literally just duplicate the plane and reverse the normals

full quarry
#

easiest way πŸ‘†

tulip monolith
#

thanks!

late geyser
#

Anyone that has a template for the MB 4WD?

frozen blade
severe rune
#

o no

frozen blade
#

you can forget about perpetual licenses

#

and most likely indie licenses will be canned

#

so from 20$/mo to 100$/mo

severe rune
#

Okey.
From allegorithmic staff: Adobe was at the board, meaning they had a power on every big decision happening in the last 2 years: rent to own, new products, Alchemist, etc... Adobe was part of all those decisions

frozen blade
#

yeah except the fact that they will now create subscription plans to cater this

#

Later this year, Adobe will announce an update on new offerings that will bring the full power of Allegorithmic technology and Adobe Creative Cloud together.

#

and for creative cloud it doesn't matter if you are indie or pro/bussiness

#

well, will see how this pans out

#

pity quixel didn't put up a fight in the same department due to financial reasons

severe rune
#

CEO of Allegorithmic is now lead of 3D department at adobe. So he still has his hand over that. But I guess creative cloud stuff is too big for him to decide

frozen blade
#

allego had one of the best licenses ranges out there

#

pay to own or perpetual, you could have either

#

i doubt the head of any department actually make meaningful decisions about how a product is sold

#

lol, there is an ongoing backlash about it, was expected, but whatever, doubt that anything will affect it since there is no direct competitor to substance anyways

ancient smelt
#

It won't take much to compete, much of SP's base code was other Open Source libraries. I think the only reason they didn't have competition was that the prices were so reasonable.

silver gull
#

FUCK adobe

#

"Adobe will empower video game creators, VFX artists working in film and television, designers and marketers to deliver the next generation of immersive experiences" i dont want immersion, i want tools that work well and dont cost an arm and a leg

limber basalt
#

What is nice about substance is they give students a free copy if you can provide a valid ID

#

I suspect adobe won’t be continuing that practice

crude skiff
#

is there something that could cause a paa file to not work in game?

limber basalt
#

Bad texture path is probably the most likely

crude skiff
#

that was my first thought, but im 99% sure its correct

#

thinking maybe something up with texview2? i remember some issue in arma 2 while back

#

an example of my paths, "clothing\data\bags\omni_moutain_black_hs_full.paa"

#

pbo is clothing, inside is data/bags/the paa files

severe rune
#

if the path is not correct then RPT would/should tell you

full quarry
#

Wrong dimensions, bad conversion, no suffix

jaunty depot
#

Hello, I am trying to retexture another mods asset for my units mod. I got permission from the other mod maker but I have no idea how to path to the other mod if it’s possible. I know how to in my own mod files but have no idea how for another mod. Is that even possible?

frigid escarp
hardy atlas
#

The only plus side I can see to Substance being acquired by Adobe is potentially some fancy Photoshop integration allowing for better placement and manipulation of text / photo textures

silver gull
#

why would it need that? I like substance because i no longer need photoshop because of it πŸ˜„

rough cradle
#

What is the best way to compress texture files while maintaining decent quality? Looking to implement some re-textured uniforms into a vanilla server through the mission file, and need to get the file size down.

full quarry
#

Not really possible to reduce the file sizes other than lowering the resolution.

#

Each suffix type has its set compression methods from source file to PAA

rough cradle
#

Had a suspicion that was gonna be the answer just had to make sure I wasn't missing out on some trick. Follow up question tho, I seem to remember reading something about re-texturing vanilla objects breaking with the EULA, is that a thing?

frozen blade
#

vanilla no

#

3rd party (user made content) possibly

rough cradle
#

Ah thats good, thx for the quick answers πŸ˜€

mellow star
#

@rough cradle Back in the A2 day I'm sure I used a command line utility that would create PAAs which are significantly more compressed than what TV2 will spit out by default. Can't find any trace on my hard drive but I'd ask @frigid escarp as I'm pretty sure he remains familiar with it. Perhaps more usefully, I recently ran across a mod that assigned (in config.cpp, but then it would probably also work via script) JPEGs to hidden selections - didn't actually test it but have no reason to assume it didn't work for that modder.

mellow star
#

kju has just reminded me that it's .\Steam\steamapps\common\Arma 3 Tools\TexView2\pal2pace - no switches required but IIRC the output is more compressed by default

severe rune
#

you can just edit TexConvert.cfg and define your own suffix with the compression that you want

rough cradle
#

Thx for the additional input lads, will give them a go and find out what works best

cinder perch
#

Would anyone here have access to a workable version of the Prowler texture templates? The version supplied in the ArmA 3 Samples pack isn't retexture-friendly (in my opinion at least), as the colour and detail layers seem to have merged into one.

waxen cargo
#

Hi guys πŸ˜€ I've just finish modelling and texturizing an object.
While creating the RVMATs and testing it I saw that they look fine when they are illuminated but they look completely black at shadow.
Does anyone know why this happens? Probably some RVMAT parameter that I don't know.

nocturne lake
#

_as is too dark

waxen cargo
#

ThatΒ΄s the RVMAT

#

@nocturne lake Just that? So I light it up or something?

#

Yes it was that, thank you very much πŸ‘

severe frost
#

Hello people, I am having issues with saving a .paa as DXT1. I was only ever able to get it working in res size in powers of 2 - but for my purpose I need a different ratio (in my example 512x335). Can anyone point me towards a solution?

full quarry
#

you cant have different ratio

#

at best 512x1024 and so on

#

but not odd ratios between

#

so if you need some exact pixel size you need to leave part of the texture empty

severe frost
#

I read that much about it, but I managed to find paa files in dxt1 from a while ago that a friend made and they are follow the specifications that I would like to have

full quarry
#

the sizes are in power of 2

severe frost
#

yikes, I was under the impression that only means 512x512

#

my bad, thank you πŸ˜…

full quarry
#

also it is usually bad to convert without proper suffixes.

#

why does it need to be dxt1?

severe frost
#

I was making images for the ace slideshow module for a mission, in any other mode I tried the red channel was black on the images

#

or turned out very blue ingame in other words

full quarry
#

feels like you may have been doing something else wrong there

severe frost
#

it must only be that i used 335 height instead of 256

full quarry
#

yeah that would mess up stuff

#

I recommend you try correct dimensions with _CO suffix

severe frost
#

will do, thanks again

lofty quartz
#

Is there a place where I can find a texture map for the VR blocks in editor? I want to use them as custom walls but the textures I put on them never fit the block itself

daring iron
#

who would be the best person to go to for a mod to be created with modern federal LEOs including homeland security, fbi, dea, and atf, uniforms and cars with lights and sirens? what should i expect to pay for it?

full quarry
#

you ask for real price?

#

I mean thats a lot of work

#

probably closer to 10k€

#

minimum

#

in general mods are made by people who are intersted in the topic and thus do it for fun (and free)

frozen blade
#

place a 2500EU average per asset, then do the total sum

daring iron
#

im clearly in the wrong business haha thats a butt load of money

full quarry
#

I dont really think mods as business

#

if it becomes business/commercial its not a mod, its a DLC

silver gull
#

"butt load of money"... erm its a butt load of work to create. "Make me half a game in assets" costs its price...

daring iron
#

actually its really just textures the cars with lights and sirens are open source its just uniforms and vehicle textures but i should have explained that

silver gull
#

99% of the time someone on this channel claims open source it is in fact not ...

proper pivot
#

2500EU per asset requires some as efficient at asset creation as the vets here like Pufu. If I tried to make a living at those rates, I’d have a very low hourly pay! My projects often have well over 100 hours of research before I even craft my first pixel. Which is why mod making is definitely a hobby for me...

frozen blade
#

i am not saying everyone should be using the same rates, i am saying that the real prices for game art creation is pretty steep for the aversge user

placid thicket
#

Anyone know why an rvmat would fail to apply to a helmet 50% of the time on loading?

#

this helmet does have an rvmat that works

#

or at least the non-net version does

severe rune
#

hiddenSelectionMaterials?

placid thicket
#

it has hiddenSelectionMaterials, it's what I'm using to change the rvmat texture

severe rune
#

yeah. That's flaky

#

Not really reliable if you load a rvmat that wasn't on the model previously

placid thicket
#

but the model.cfg inherits from the default helmet config

#

I guess using a separate model with preset textures would work

severe rune
#

Don't know if there is a better trick that doesn't need a seperate model. I guess you could just have all materials on atleast one face on the model

#

then the hiddenSelectionMaterials should work fine

placid thicket
#

mhm

nocturne lake
#

stick it in an edit LOD

severe rune
#

but they should be gone after binarize. And materials are saved per-lod.

nocturne lake
#

we did it on a vehicle where the un-applied .rvmats were not being packed in the .pbo

#

but that was using VhC to change the mats

severe rune
#

rvmat's don't need to be backed into pbo usually. They are binarized directly into the p3d if possible.
Sounds more like a pboProject/Addon Builder bug

robust dune
#

Any ideas why my texture mod would work one day then magically not the next? Randomly working and not for each person trying

full quarry
#

some other mod could be breaking it

robust dune
#

But its only the .paa files failing to load

#

Same modsets and no changes in those

full quarry
#

required addon dependency chain could be incorrect

robust dune
#

Okay

#

That would affect why its only the .paa files that dont work properly?

full quarry
#

possibly if 2 or more addons try to replace same stuff

daring iron
#

I guess I’ll try to make them myself then, and the workshop maker and all of the mods that used the cars and sirens all said it’s open to use and I did not find them anywhere else so I’m going to go with it’s probably open source as claimed.(crown Victoria, Dodge Charger, Ford Explorer, Chevy Tahoe police models) if anyone knows otherwise that would be great information but I probably am just going to try to decently do them for my own use....after months of research and trial and error lol

full quarry
#

yeah well I would not trust those "open source" models

#

quality models are rarely free

#

and even if someone bought them I doubt they can be released as free

slow schooner
#

Hey all, I made some substances mimicking the Independant and Csat forces camo patterns, link here: https://gumroad.com/l/hAEhK Only really useful for Substance Painter users.

Don't worry, they're free, just enter 0.

bold kayak
#

I just wanted to say hi to all the fellow texture designers out there! Respect.

robust dune
#

Would anyone happen to know why i keep getting "Cannot load texture" when the same texture being loaded the same way on multiple computers is now not working on any of those computers without any changes?

pale bough
#

Would anyone happen to know how I can get a paa in ARGB8888?

severe rune
#

why do you need that

#

you can modify texConvert.cfg to create your own suffix

pale bough
#

tried that, didn't work

#

it made it ARGB4444 instead

#

and I need it because I have some small stuff that needs a good bit of detail

#

I'm not gonna make 2048^2 textures in ARGB8888 πŸ˜›

#

I'm not stupid

robust dune
#

would anyone be willing to talk to me in DMs for a couple minutes as i try to diagnose the issue with my texture mod?

frozen blade
#

there is no need for DMs

#

this is the reason this discord server and more specifically this channel exists

robust dune
#

fair enough

#

screenshot dump then

#

wait nvm

#

i cant send images nor screenshare here

frigid escarp
#

upload to imgur/etc and post the links

rough cradle
#

This might be more of a scripting issue, but I'm trying to get a custom patch into my mpmission in the editor. And I can't for the life of me figure out how? All I need is to get the patch in-game so I can check the quality and make adjustments, anyone know how to do this in a simple manner?

#

Got this in my description.ext

{
    class Test
    {
        displayName = "Test"; // Name displayed in Arsenal
        author = "Ateir"; // Author displayed in Arsenal
        texture = "textures\Coyotes_ca.paa"; // Image path
        textureVehicle = ""; // Does nothing currently, reserved for future use
    };
};```
hardy atlas
#

Green in the AS layer is fine if the area will be transparent correct?

frozen blade
#

?

hardy atlas
#

I have a model that has alpha. The AS is exporting from substance with green in the areas that are transparent

#

I assume that is okay?

#

From what I understand it just means there is no ambient lighting in that area?

frozen blade
#

a. keep alpha textures separate from the rest of the textures

#

b. AS is basically AO - it just behaves differently

#

c. no idea what your substance exporter is

hardy atlas
#

Assuming my transparency is defined in the CA. Is it an issue that my AO exports from substance painter like this? Where the green circles are where the transparent areas are green

#

for reference this is the ca

#

my export settings are

#

never had an issue with them before, Just the first time I have been making use of opacity

nocturne lake
#

that means there's a black circle there in the R and B channels right?

#

that'll disappear when it converts to .paa

#

.paa will only use the G channel

hardy atlas
#

yeah the CA should be fine, Just wondering if the AS will be fine

nocturne lake
#

you can keep your _as.tga as black and white

#

if it's green there, it suggests it's black in red and blue channels and white in green. If it's white in green it wont have any AO shading regardless of whether the _co has an alpha there or not

#

so it'll be a non issue

hardy atlas
#

Okay great thanks

slim elbow
#

Random question, but can you apply a normal map to a patch (left shoulder, not Arma 3 units) to give the patch a more 3d feel?

nocturne lake
#

can try if material = is valid in the same way texture = is

#

make a .rvmat

slim elbow
#

I'll give it a try thanks for the quick response

coarse scaffold
#

Is there something I am maybe missing in rvmat?

severe rune
#

correct suffix? Fresnel in rvmat?

coarse scaffold
#

suffix is _smdi

severe rune
#

your dir's are incorrect. Last number needs to be 1 too.
But seems like Arma doesn't care

full quarry
#

what channels do you have used in the smdi texture?

coarse scaffold
#

Me too unfortunately

#

Green is Spec, Blue is Gloss, Red is white

full quarry
#

my advice is to copy a rvmat of an object thats close to what you have

#

and fill in your textures

coarse scaffold
#

will try now

full quarry
#

where did you get the current one?

coarse scaffold
#

I honestly dont remember, I think I based it on some other jet, F35 or something like that

#

But just to be clear, if everything is correctly set, the Gloss part should be variable right? Like in some areas it is shiny and in some it isnt?

full quarry
#

yes

coarse scaffold
#

I wish ARMA supported normal PBR

full quarry
#

too old for it

#

better to just not even think about such

#

also F35 is a mod plane yes?

#

tat rvmat has a bit odd feeling values here and there

coarse scaffold
#

Yeah, it is pretty old jet, it was called FC37 I think

full quarry
#

I recommend never to trust such sources as examples.

coarse scaffold
#

So I tried now with rvmat from F181 and everything looks the same :/

#

When I extract channels from smdi and put it back to SP it looks fine

mellow zinc
#

When creating stadiometric optic textures, is there any specific guidelines to keep our scale right upon going ingame?

full quarry
#

anything special about stadiomeric optic textgure?

mellow zinc
#

so all the mildots and and stuff. Everytime ive make one for ArmA its been....horrible off

full quarry
#

you could compare to the vanilla textures

mellow zinc
#

suppose that is true

full quarry
#

it also probably depends what optic model you use

mellow zinc
#

Yeah probably

#

Though BI kept their optics very basic lol

full quarry
#

there is a reason for that

#

Arma does not have super advanced ballistics for example

mellow zinc
#

That is true

#

Goal im currently attempting is to recreate something like this but as a sniper

#

so the Distance, Compass, Bearing. Is that handled through a texture/p3d or more of a config?

full quarry
#

config aadn maybe p3d. not sure if the p3d contained memorypoints for certain dynamic elements

mellow zinc
#

Alright ill start looking there.

full quarry
#

check out rangefinders config for example

#

or class RscOpticsRangeFinderVorona

mellow zinc
#

Ill poke at that when im home

#

Rangefinder is pretty close to what im looking for, just different reticule and UI

full quarry
#

the rcs class is what defines all the dynamic stuff

mellow zinc
#

Danke ill see how its made

#

πŸ˜ƒ

median anvil
#

hey guys. I don't know where to ask but what size should a camo picture be to use in texturing uniforms? i usually find small pictures don't really work because the pattern repeats too often.

full quarry
#

Depends completely on how the particular piece of uniform is unwrapped on the texture, usually patterns in similar size as what the vanilla uniforms have work best

median anvil
#

Vanilla is 2k right?

full quarry
#

yes but the pattern size is not tied to the image resolution

#

the image resolution matters not if your pattern does not repeat enough

median anvil
#

ok, im a noob at this

nocturne lake
#

it depends on something called "texel density"

#

pixels per meter on the 3d model

median anvil
#

to make it fit i have to copy it to make it bigger

full quarry
#

you likely need to make it tiling

#

right now it wont repeat

median anvil
#

yeah, but i didn't make the camo on my own, this was a picture of uniform that is in production

nocturne lake
#

I think your best bet would be to trace over it with path vectors in photoshop and try to make a tiling version that you can scale as big or as small as you want

full quarry
#

like how it is now it wont work for retexture purpose

median anvil
#

That camo is the new Portuguese camo they are testing, they sometimes post facebook pictures with the camo as background but has a lot of stuff over it, i was asking what size is best because im going to try and ask for a picture from them

#

I will try to trace as you said monkey

#

thx for the help guys

mortal path
#

hi everybody , the normal map are in OpenGL or in DirectX ?

severe rune
#

dx

mortal path
#

thx

edgy veldt
#

is it normal for substance painter to generate weird artifacts on mesh that is copypasted around? ambient occlusion has some really weird stuff going on and it seems to affect only the components that are copypasted around the model and mapped to the same UV islands

full quarry
#

If they share same uv but the locations are different the occlusion might be too

#

So yes

#

If it tries to generate multiple different occlusion on same texture space

edgy veldt
#

i see

#

yea that's most likely the case πŸ€”

frigid escarp
#

useWorldEnvMap=true; in rvmat - anyone knows more about it?

#

and what are envMaps are used for besides optics?

#

finally does class EnvMaps in world config relate to it too, or something different altogether?

severe rune
#

It's a entry in the texture. If you set it then it won't use the texture defined in texture but instead the env map from the world config as the texture.
Usually you define the env map stage as a texture path, but if you do that it's the same on every terrain.
If you set it to use world env map it will be different on different terrains.
It should also work in other texture stages but doesn't really make sense as a normal map or detail texture or whatnot πŸ˜„
Is there a shader type where you define the diffuse in rvmat? Multimat maybe? That way you could have the env tex as a diffuse... If you wanted to..

#

and what are envMaps are used for besides optics? Well SuperShader takes a env map doesn't it?

frigid escarp
#

useWorldEnvMap=true; seems to be used actually by most rvmat besides layers in A3 data

full quarry
#

stage 0 should work for diffuse texture

frigid escarp
#

however only VR worlds sets a custom one: envTexture = "A3\Map_VR\data\env_land_ClearSky_ca.paa";

severe rune
#

stage 0 should work for diffuse texture
Stage 0 is stored seperately in the binarized p3d as a plain string path to it, it doesn't have a special transform nor does it have the useWorldEnvMapFlag.
The texture path atleast.. Investigating.. I think there's a bug in armake πŸ˜„

severe rune
#

not enough time to look into that further, not sure if it does. Β―_(ツ)_/Β―
Atleast armake doesn't let you.
Stage0 texture path is stored seperately. The Stage0 in the material is ALSO stored though, default's to empty texture path and stuff.

full quarry
#

Im fairly certain that stage0 has worked but could be my imagination

left sapphire
#

Why are no camo patterns textured the same, every mod has it different

full quarry
#

what do you mean different?

silver gull
#

propably color tint, pattern size etc...

#

so it wont match if you add 2 things of same camo. 1st world problems

full quarry
#

yeah no point discussing it here

#

its on general_chat too

#

ist not really question related to making stuff

robust trout
#

Anyone know why the specular portions of my rvmat are glowing blue rather than shining? I've played with a bunch of different settings in the .rvmat and assume it's something wrong with the texture or fresnel.

full quarry
#

and also picture to the problematic blue glow

robust trout
#

Top picture is what it looked like earlier before I tweaked it to the bottom result

severe rune
#

Line 9. You put specularity over your whole material. You probably don't wanna do that

#

if that doesn't fix it then look at your fresnel values

robust trout
#

What should it look like?

#

0,0,0?

severe rune
#

just 0

#

yeah

#

4 0's. RGBA

full quarry
#

missing as map will also not be good thing for proper material testing

robust trout
#

I have one, I just removed it for testing

full quarry
#

what did you make the normalmap with

robust trout
#

X+ Y- Z+

#

Krita's height to norm tool

full quarry
#

aright that should be ok

robust trout
#

I'll try the spec

full quarry
#

I think you might need to invert your smdi

#

it looks to me that the shine is in the concave bits not on the edges

robust trout
#

That may or may not be intentional atm

#

I think I did that to see what it would do

#

Setting the spec to 0 seemed to cause the normal map to disappear so I assume that just completely removed any specularity

#

I'm gonna bump it up slowly

#

at 0.5 the normal map shows back up

full quarry
#

compare to vanilla weapons rvmats too

#

and also make sure your diffuse is not too blue tinted

robust trout
#

Fooling with it again, I exported a texture from 3dcoat with no issue and then opened Krita to adjust the diffuse texture's levels and the blue tint came back. I think I might have saved the image in the wrong color space on re-export

#

Saving it as a _CA removed the tint

#

And modifying specularpower brought it back

frozen blade
#

@robust trout blue tint is usually a sign of non 2^n textures

robust trout
#

They're all 2048x2048

frozen blade
#

how do you convert your files from png/tga to paa?

robust trout
#

Texviewer

frozen blade
#

do you have the file named with the correct suffix before converting?

robust trout
#

_co, _nohq, _as, _smdi

#

I'm assuming I've buggered something in the .rvmat

#

Are the suffixes case sensitive?

wet sonnet
#

Shouldn't be

nocturne lake
#

if it was .png, was it 8 bit or 16 bit?

#

best to use imageToPaa really, because that will actually refuse to convert to .paa if you don't have the source image correctly formatted

#

texView will oblige to spitting out crap when you feed it manure

robust trout
#

They're all 8bit, I just ran them through imageToPaa

ripe sparrow
#

Hi , I Google about Apex ghex carmo texture on Green but found not the right , maybe can help me . I need for Paint Skript

coarse scaffold
#

I am having issue with glass. I used same material and texture for glass as in Black Wasp but the result is that everything inside cockpit is black

limber basalt
#

It looks like you need to change how your alphas are sorted

coarse scaffold
#

What do you mean? I am not sure

limber basalt
#

Im assuming this is your own custom model, right?

coarse scaffold
#

Yep

limber basalt
#

if you go into object builder and select the glass you can go to faces and select sort alphas

#

it will sort out some of the alpha issues (assuming that is the issue)

coarse scaffold
#

Testing it now

#

Unfortunately it didnt help

#

Any special thing needs to be done to mesh?

frozen blade
#

@coarse scaffold move to top

#

the alpha part

coarse scaffold
#

@frozen blade
What do you mean by moving to top?

frozen blade
#

faces > move top

#

sorting alpha doesn't always work btw

coarse scaffold
#

trying now

#

Big thanks it worked πŸ˜ƒ

blissful condor
#

Does the Arma 3 tools come with a program to convert text files to .RVMAT?

silver gull
#

you need a special addon for windows for this

#

its called windows explorer

white cargo
#

you just rename the file extension from .txt to .rvmat

blissful condor
#

Okay, when I saved it from Code Writer, I saved it as ACV_body.rvmat, and it shows up like that but when I look at the file's properties, it says that the file type is ".txt". That threw me off.

white cargo
#

have you disabled the "hide extensions" thing in windows? otherwise you're just renaming just the filename

blissful condor
#

let me try that, I wasn't aware of that

#

That did the trick, thank you!

white cargo
#

common mistake

silver gull
#

microsoft should be sued for making hide extensions the default... propably millions wouldnt have been scammed if invoice.jpg would actually display invoice.jpg.exe ...

buoyant beacon
#

^^

dry otter
dense peak
#

anyone using the arma3apex shader for substance? I'm having real weird results with the smdi, no matter what I adjust my objects are always overly specular on the whole object and not only on my metal scratch details.

severe rune
#

Deja'vu? We recently had someone with exact same issue

#

it's probably your rvmat

#

Check specular value and fresnel in your rvmat

dense peak
#

Yeah, I've literally copied the spec and fresnel values of items ingame that I wan't to replicate

#

It's as if the smdi doesn't affect the value at lal

vestal sundial
#

I had issues with the Apex shader and newer versions of substance(2018.2.2 and up i think).. Has there been a recent update to it?

dense peak
#

Im using it with 2018.3 but I just recently started using the shader since I couldnt get my results as I wanted with the default specgloss

ancient smelt
#

@cinder granite Can you post an imgur of your channel setup in SP?

severe rune
#

Also just look at the texture you get out at the end, whether it looks correct-ish

amber belfry
#

Where are the 2d scope reticle textures stored? In a p3d or a separate paa? I can't find any vanilla reticles.

full quarry
#

textures are always .paa

#

but they are projected on a flat object

amber belfry
#

Yep, I understand that, but what about the scope reticles?

#

They aren't projected anywhere, they appear on the screen directly

full quarry
#

no they are still projected on a plane thats shown on your screen

amber belfry
#

Oh

#

Do you happen to know where I can find them

#

Which pbo

full quarry
#

probably in the weapons

#

or the data_f

amber belfry
#

Right, I'll have a look

full quarry
#

@amber belfry

amber belfry
#

They aren't paas then?

full quarry
#

theyre in the data folder of that particular folder...

amber belfry
#

Aaa, thanks

mellow star
#

pretty sure they're selected on the ref in the reticle p3d (in which case you'd need to mod both if you're planning on revising existing reticles)

solid mist
#

How do you know the size of the texture layer when creating a new mapframe?

full quarry
#

terrain related questions would be best to be kept in the #arma3_terrain, but generally you will want textures with 1m/px ration so if your terrain is 20480m x 20480m your textures for it would be 20480px x 20480px

solid mist
#

hang on ill ask you the next question in that chat

coarse scaffold
#

How could I use refraction texture?

full quarry
#

there is no refraction texture, there is refraction material however

#

where do you want to use it

coarse scaffold
#

On the window I would like to add rain water droplets

full quarry
#

mm I dont think there is any good way to do such in Arma

coarse scaffold
#

:/ I thought that If I repeat the reflect_ca texture(found in Particle textures) with applied correct rvmat few times I could achieve water droplets with refraction on surface

full quarry
#

well you can try but I dont think you can make that kind of pretty stuff in Armas engine

coarse scaffold
#

I tried but after applying rvmat, texture just wen transparent . ```
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 1000;
PixelShaderID = "Refract";
VertexShaderID = "Super";

full quarry
#

did you have any texture on it?

coarse scaffold
#

Yes, it was _ca aswell

#

That is rain texture I used:

full quarry
#

do you have normalmap for it?

coarse scaffold
#

You mean for glass or for water droplets?

full quarry
#

whichever turned invisible

#

also I think All A3 glass use supershader

#

the refraction stuff is possibly broken

coarse scaffold
#

Just wanted to give it a try, not that it is super important. Would have been neat effect

full quarry
#

it would for sure

odd crane
#

Any ideas how I can making something glow in the dark, but not glow during the day...since glowy stuff does work during the day...cause it's light????

full quarry
#

Animate parts to hide/unhide with clockHour24

#

Or try the windowlight shader from take on helicopters

coarse scaffold
#

Can I dynamically adjust texture transparency?

wet sonnet
#

Not really, maybe if you'd use procedural texture and with script change it

coarse scaffold
#

Yeah I know about those. There is no way to combine procedural with regular one?

full quarry
#

nope

cunning flare
#

Having some issues with applying a new normal map to a texture i made.
(You might notice part of the texture is from VSM, this was used with permission)

I modified the AAF uniform's nohq in gimp, using the normal map plugin.
I believe i set up the config and rvmat to work correctly but it throws an error regarding the RVMAT:
"Cannot load texture \foxcoat\data\vkn_foxcoat_nohq.paa"
I've been scratching my head regarding this for hours now, so I hope I can get some help in pinpointing what exactly is wrong.
Could it be a fault in the actual texture? Or is it something in the config?
Anyways, here are some of the files im working with. This is the first time I'm experimenting with the RVMAT, so any glaring mistakes might get past me for the time being :)
Rvmat:
https://pastebin.com/vWRBMPA6
Config:
https://pastebin.com/Hqe3e1XJ
Textures:
https://imgur.com/a/AtcOhLC

full quarry
#

first of all you are doing the retexture in wrong config class

#

cfgWeapons class is the item you see on ground

#

not the uniform/character

#

you have to rexture the cfgVehicles class

#

next thing would be how is your development environment set up (P: drive, tools) and what do you pack it with?

cunning flare
#

I see. I started off with using vehicles, but when I did that it did not even show up in the arsenal, somehow changing it to weapons seemed to work, but apparently not. Not using a P: drive out of necessity, since my laptop does not have enough space to mount it (I know, I'm on vacation alright... SadCat )
Im using the BinPBO personal edition to mount it, and I'm not binarizing it. The source and destination directories are correct, so that does not seem to be the issue.

full quarry
#

πŸ™ˆ

cunning flare
#

When I change it to cfgVehicles it throws "No entry 'bin\config.bin/CfgVehicles/U_I_CombatUniform.scope'.

full quarry
#

you may need to add correct config entries to the class..

cunning flare
#

That... might actually be the issue

#

Hang on let me double check that

full quarry
#

so what does your config look like?

#

Because I have an incling that U_I_CombatUniform may not be a cfgVehicles class

cunning flare
#

Correct, it is in cfgWeapons

#

Im trying to find the correct class in the vehicles now

#

I dont really know where to start looking though so im just scrolling through the config viewer right now

full quarry
#

the classname of the unit you want to retexture

cunning flare
#

uniformClass = "U_I_CombatUniform";

#

Am I looking at the right place?

full quarry
#

I think not

cunning flare
#

configfile >> "CfgVehicles" >> "I_engineer_F" >> "uniformClass"

#

Is the path if that helps

full quarry
#

then it might be the I_engineer_F that you want to edit

#

or use make a new class from

cunning flare
#

Let me try that

#

No bueno

full quarry
#

I think your whole process is not correct.

#

cant really help when 9/10 of what you do does not follow the normal development process

cunning flare
#

I figured it was worth a shot. Thank you for the help anyways

#

Guess I'll sleep on it πŸ˜‚

ashen plank
#

What's the rules on retextures for a mod? If you add in textures that link to another mod's model (that you set as a dependency), without prior consent from the dependency's author, does this infringe on their intellectual property?

full quarry
#

there are few cases where mod authors have prohibited retextures in their license but I think if such is not declared and your mod does not contain anything made by the other author it should be kosher

solemn peak
#

Is there a tool for mass PAA -> PNG/JPG/TGA conversion? ImageToPaa rejects paa files

sudden quarry
#

Does anyone possibly have a texture template (psd preferably) for the Zafir/Negev?

empty lance
#

@solemn peak im using Photoshop to save files as .paa's...it'll crash if your canvas isn't set to 128x128 pixels

empty lance
#

but the issue I'm having is that the 'shoulder patch' texture im using seems to be repeating itself along the sides

#

even though ive kept the canvas at 128x128 and reduced the size of the image, ARMA appears to be maximizing the actual image size...

frozen blade
#

@empty lance lol what? why would you save as .paa with PS?

empty lance
#

because thats what the tutorial said to do...

#

is there another file type that is also readable?

frozen blade
#

what tutorial?

#
  1. paa needs to be in 2^n format (128x128 / 128x256 etc)
  2. save it as tga with proper suffix and use imagetoPaa or texview to convert
#

the existing .paa plugin for PS is 100% absolete

#

even when it was newer it was creating more trouble than it was worth it

delicate viper
#

hey, I was wondering if anyone knew where I can find the stock arma template textures (as compared to extracting the pbos and finding the right texture one by one)

full quarry
#

there are some in the Arma3 samples

#

there are not one for each model though

#

some you have to make yourself

delicate viper
#

aight thanks

solemn peak
#

In the name of Kane!

coarse scaffold
#

Why those two glass parts look different?

nocturne lake
#

just the env map I think

coarse scaffold
#

ok then, thanks

gentle mango
#

Hi all, followed good advice from Apollo WRT setting up my ARMA 3 export config and making a working smdi texture from substance painter and my current workflow is:

Extract to tga > open with texview and run the SMDI filter > save and open with gimp > adjust the blue/green channel a little darker > save and open with Tex view and then export to .paa

It works ok, but can be a bit difficult to get the balance correct. Is there anyway that I can improve on my method?

#

I know things like this will improve with time and experience but if anyone can see a little bit of an easier path then it'd be much appreciated.

fading thorn
#

Anyone able to help out with getting a texture mod setup? I'm not sure how to find the right configs and edit them.

empty lance
#

im having issues too, like getting my custom insignias to show up on soldier uniforms by default in config files. im following what the wiki is saying...but im not seeing it when i test the Eden editor map im working on

#

i see it in the arsenal listing...and it exports a syntax code when applied to the full loadout...but i could use some guidance

tawdry flare
#

I have a picture called file_co.jpg sized 300x100px and the Arma tool ImagetoPAA wont converte it. why so ?

full quarry
#

you resolutions are all wrong

tawdry flare
#

Why ? If I want it to be 300x100 how would I do it

full quarry
#

basically you cant

#

with .paa you can only use power of 2 resolutions

#

512*128

tawdry flare
#

okay then I'll just stay in jpg then ?

full quarry
#

would fir that area

#

no

#

jpg is not Arma texture format

tawdry flare
#

it's not a texture just a picture

full quarry
#

it is only suitable for the editor preview picture

tawdry flare
#

so that's fine

full quarry
#

suit yourself then

tawdry flare
#

this picture is for briefing

#

thanks for your help

odd crane
#

uh...anybody know why the sun is shining through my helmet but not the head???

full quarry
#

wrong kind of texture type in use or possibly badly configured rvmat

odd crane
#

it's a co

#

`#define ARMA

//Class clothing1.rvmat{
class StageTI
{
texture = "US_Military_Gear\textures\helmet_pasgt_ti_ca.paa";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.34,0.34,0.34,0.34};
specularPower=51;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="US_Military_Gear\textures\helmet_pasgt_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="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage4
{
texture="US_Military_Gear\textures\helmet_pasgt3_as.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="US_Military_Gear\textures\helmet_pasgt_smdi.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage6
{
texture="#(ai,64,64,1)fresnel(1.32,0.94)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage7
{
texture="a3\data_f\env_co.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
`

#

I am using the hiddenSelectionsMaterials[] = {stuff}; which has been a pain in the neck

full quarry
#

yout TI textrue has both TI and CA

#

though that should not matter in this case

#

does the CO texture of yours have alpha channel?

odd crane
#

nope, avoided that like the plague

#

What should the ti texture be?

full quarry
#

TI

odd crane
#

no _ca?

full quarry
#

no

#

TI

odd crane
#

ok, I'll make that change

full quarry
#

does the helmet have _CA textured parts?

#

and when you say you are messing with hiddenSelectionMaterials do you mean you are changing some other objects material with it?

#

as that can be buggy

odd crane
#

For the main texture I'm switching the rvmat with different _as because of the extra junk on the helmets like cat eyes, rhino mounts and elbows

#

oh, I also have a box with a transparent texture around the whole helmet

nocturne lake
#

that'll be the cause

odd crane
#

I hope not

nocturne lake
#

why do you need the box?

odd crane
#

It's my reupload deterrent, the box's texture is in another pbo, so in order to use the helmet you have to use the pbo, which could help deter reuploads and help search using the workshop crawler

#

Maybe I can make the transparent texture a _co