#arma3_texture

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nocturne lake
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can try forceNotAlpha in the geo LOD

odd crane
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yup, it's my tds

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I'm going to try to make the texture a _co and see if that fixes it

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Yup, worked. Hopefully I can get it out today.

empty lance
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Ah @odd crane good to see you still active

frank swallow
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what would be default values for diffuse and ambient colors for surface materials, for darker ones (grass, dirt) and lighter (bright concrete and limestone)?

frozen blade
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diffuse and ambient should be 1,1,1,1 since visual upgrade

odd crane
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@empty lance yup, too poor, too dumb to do anything else ๐Ÿ˜ฌ

feral tapir
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Is it possible to edit helmet's, mask's or armor's texture without modding? Example; Changing armor's flag

full quarry
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In theory you could pack the texture into your mission and use setTexture commands to apply it.

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But if you want units that are in editor lists and all that then you would have to make an addon out of it.

nocturne lake
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seobjecttexture commands don't work on cfgweapons items like armour and helmets

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Only way is to make new config classes with hiddenSelectionsTextures

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it works on uniforms and backpacks since they're cfgvehicles

full quarry
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if vehicle proxies can be setTextured if they are configrued in CfgNonAIVehicles could character proxies be too?

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we do lack commands to get the object though

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so no

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nevermind

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then again you can just swap different colored helmet

nocturne lake
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vehicle proxy retex worked on the basis of the hiddenselections of the proxy model, being defined in the vehicle too. So I guess that'd be too complex for weapons etc. where the model assigned to the proxy is constantly changing and would potentially have different named selections

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or if the uniform/unit model and weapon both have the "camo1" selection

hardy atlas
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Should Multi Material make use of all 4 colour channels or can you get away with just using 3?

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I assume all 4?

odd crane
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You can use just 3 in the mask

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You still have to have 4 in the rvmat but the 4th one can be a duplicate

hardy atlas
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๐Ÿ‘ thanks

dusky sundial
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Evening all
Was wondering if someone could potenially direct/aid me with content in relation to creating map markers as a mod?

lyric dagger
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How do you make something glow in night vision? I want to make something like the cateyes

full quarry
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I dont think there is any material property for that

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is there anything that behaves like that in vanilla?

empty lance
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@nocturne lake ive tried hiddenselectiontextures to make uniform patches show up automatically in config files... It's not working for me... Is there something I might be missing?

empty lance
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I'm prepared to say that this 'hiddenselections' syntax for automatically applying custom insignias to uniforms is broken...

i have tried these lines of syntax with "camo1"."camo2" and other derivatives, and no matter how many times i try, my patch will absolutely not show up automatically without an init call in the object window for the scenario file. im not satisfied with that

    ```hiddenSelections[] = {"Camo","insignia"};
    hiddenSelectionsTextures[] = {"","\CommCon\Nod_(OPFOR)\NodPatch.paa"}; // Patch isn't showing up automatically...```

when my AI soldiers die, they respawn WITHOUT the patch...even with the [this,"NodPatch"] call BIS_fnc_setUnitInsignia; set in the init object field AND the init On Respawn field

i have experimented with this for literally all last weekend without success...so if someone has actually managed to succeed with this, id like this person to please pull me aside and demonstrate what was done. i have investigated other mods which have patches and i cant find any differences...

stiff pendant
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Hey anyone can share a guide about how to make all the necessary textures (_co, _nohq, _sa, _smdi) for an object i'm making?

full quarry
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@empty lance I believe unit insignia is run by the engine so the engi e mechanic overrides whatever you do in the config.

frozen blade
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_co is diffuse
_nohq is normal's map - that is baked
_sa is ambient occlussion basically - that is baked
_smdi is a mix of gloss (blue channel) and specular (green channel)

stiff pendant
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The question is how to make the _sa and _smdi. The _co and _nohq are quite obvious, but the former ones are problematic

empty lance
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@full quarry are you suggesting that the scenario description file overrides the mod config file?

full quarry
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@empty lance yes

empty lance
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Interesting...

full quarry
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Unit insignia is not meant to be set in config

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It comes from the players unit info I think

empty lance
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Thats one option

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But i know you can call a function in config to have it show up

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I did it with the flags but i forgot how

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I think its an event viewer class

full quarry
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There's 2 badges. Which one are you trying to use?

empty lance
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Just a regular shoulder patch like an American flag or 101st patch for example. Or to put it in game terms, the Zeus patch

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Its a custom patch i made. It shows up in arsenal based on mod config.cpp file. Shows up on my mission with an init function (but sources the image from the scenario file). But i want to add it to my mod config file as a more permanent solution. The hiddentextures syntax doesnt seem to call it, or maybe im not setting it up right

full quarry
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Unit or insignia patch?

empty lance
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Insignia. No unit affiliation

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Left shoulder

full quarry
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I would say it's likely that the engine overwrites it.

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It might not also like your filepath

empty lance
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if it didnt like the file path...wouldnt it fail the first time outright?

empty lance
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well, good news: i found it

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well, for my flags - ill try my patches in a minute XD

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problem is my flag is appearing as the wrong color XD

empty lance
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there's an issue with posterizing colors right? like, ARMA cant handle anything above 24 bits compression i think i heard

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any truth to that?

frozen blade
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@empty lance wrong colors =
a. not 2^n size
b. no suffix

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arma can handle 32 bit files (8bit/channel) just fine

empty lance
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gotcha. actually i stumbled upon something outrageous

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now addressing flags

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EventHandlers successfully drew from a .jpg of all things instead of a .paa and actually rendered the image accurately

the blue-symbol flags attempted to draw from .paa files as is tradition and came out blue, when they should have been red

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food for thought

nocturne lake
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don't use .jpg for textures

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scale your texture properly and convert it to .paa

frozen blade
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.jpg is a file format that better die sooner than later, just like .3ds should

empty lance
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@nocturne lake if i try paa it doesnt show up. Scale is perfect, i dont need to use init calls in mid scenario. Ill take it

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Now lets see if i can get patches working this way :)

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Ill let yall know how it goes

full quarry
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Scale is perfect... Soo what resolution image is it?

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.PAA works only with power of 2 textures. Also the texture suffixes are necessary.

empty lance
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its a 600x280 surprisingly enough

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what do you mean 'no suffix?'

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like, what specifically should my syntax say otherwise?

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file name: NodFlag.paa
file path: \CommCon\Nod_(OPFOR)

full quarry
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The resolution is wrong, won't work.

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Texture suffixes _CO, _CA, _NOHQ etc are used for different types of objects.

hardy atlas
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Texture resolutions should aways be 2^n, i.e 512x512 or 1024x512 etc.. Make yours 512x256, Empty pixels will compress fine when stored as .paa so its better to have lots of empty space in your image then use a wierd non 2^n resolution like 600x280

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GPU's handle non 2^n numbers a lot less efficiently

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and you can get wierd visual artifacts

nocturne lake
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Empty space isn't going to serve well on retextures like the flag texture though, since the model is mapped to the full UV space

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Though I think the flags might support alpha textures now

full quarry
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I don't think the flags are mapped for full texture

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Since they are not square

nocturne lake
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They use 2:1 textures

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but the flag model itself is a different ratio IIRC

full quarry
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Wait are we taking about wavy on top of flagpole flags or shoulder patch flags

nocturne lake
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flagpole ones I thought

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since that was what was in the last picture he posted

full quarry
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Ah. Missed the link.

nocturne lake
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But anyway, can confirm the flag proxies support alpha textures since they were updated: https://i.imgur.com/uVfcrle.jpg I remember trying to do this with a flag pack in A2 and the alpha area just showed as solid black

empty lance
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well if it doesnt work, then why can i see it?

nocturne lake
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because it's jpeg and doesn't undergo the encoding process that .paa do. The 2^n rule is necessary for .paa's sampling algorithms used in compression and mip-map generation

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but using .jpeg instead of .paa is bad for performance of ingame textures

empty lance
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im not noticing any difference

nocturne lake
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You probably wont on a single object

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but the fact that the game will be telling your gpu to render mip maps that don't exist for that .jpg, is a waste of resources

empty lance
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what do you suggest for scale then?

nocturne lake
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Has to be 512x256, 256x128 etc. etc.

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that's what 2^n means. You keep multiplying 2 by 2, by 2, by 2 etc. and it will give you all the valid dimensions 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096

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those numbers the only dimensions that are valid

empty lance
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indeed

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perhaps yall are just as knowledgeable about uniform patches as well?

nocturne lake
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nah, not sure why that's not working - pretty sure it would require scripting and adding init eventhandlers to the units but I don't know anything about scripting

empty lance
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thats what im attempting

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[this,"patchname"] call BIS_fnc_setUnitInsignia; is what you use in a soldier's init box to make a patch appear mid mission

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{
init="(_this select 0) setFlagTexture ""\TF13_UNflag\tex\flag_1_co.paa""";
};```

an example of how the UN Flag mod worked

trying to apply similar logic since hiddentextureselections (sic) doesnt seem to want to cooperate
full quarry
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What resolution was your patch texture?

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If vanilla texture works, then the problem is your file.

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You could try copying the UN texture to the place you try to load your custom texture and rename it as the texture you try to use and see if it loads

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Also are the textures in an addon or how do you load them?

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And if they are in an addon, how do you pack that addon as pbo?

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@empty lance

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If I have asked this before pls refresh my memory.

empty lance
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its ok. we're crossing 2 different issues

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flag issue im considering resolved

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issue with patch/insignia is that i cant get my AI soldiers to respawn with it on them

it shows up in arsenal

[this,"patchname"] call BIS_fnc_setUnitInsignia; successfully calls the patch into the scenario

but im trying to figure out how to get it to automatically show up by using the config file. I tried hiddenselectiontextures, but that doesnt seem to work unless im not configuring it properly. the file is a .paa 128x128

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i tried copying the syntax into the soldiers' On Respawn window, but that isnt working

empty lance
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ok, flag as .paa works too ๐Ÿ˜›

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so thats one headache out of my way

soft anchor
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Ive been working on a retexture of a RHS weapon (for a retexture mod pack I'm working on that re-creates a MW2 theme) And I need a little help, It's just to identify some parts of the weapon on the texture map that I'm unfamiliar with, If you could lend assistance that would be brilliant! Please reply or DM if you can help

empty lance
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are we talking identifying weapon nomenclature?

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like 'what does this part of the rifle do?' kind of thing?

soft anchor
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@empty lance What part of this rifle is what ๐Ÿ˜‚ You avalible to DM?

full quarry
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Draw colors on different areas and see where they land on the model.

empty lance
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sure!

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@soft anchor hit me up@

soft anchor
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@full quarry been doing that for 2 days, It's frustrating as hell as I've got other things to do lmao

nocturne lake
soft anchor
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I don't even know what that is mate XD

full quarry
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It is uv mapping test texture

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Numbers and colors show where different parts of the model are unwrapped on the exture

soft anchor
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Alright makes sence, How would I apply this?

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just retexture it to this?

full quarry
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Yes

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Just plug it into your config

soft anchor
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oh, I was thinking just retexture the actual weapon texture to this, Configs are a hasstle for me lmao

full quarry
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Nope

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That is the wrong way

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@soft anchor config retexture are the only proper way to do retextures.

soft anchor
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I've got no clue when it comes to that mate, every retexture I've done up to now has been that way lmao

full quarry
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๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ

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You pretty much can't release them

soft anchor
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I'll try it the config way, I'll check YT

fickle dagger
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anyone knows how to remove the blood screen when getting shot itsn"t realistic and very annoying to be honest :3

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Kju already made that but for arma 2 :/

empty lance
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i found that you can set an insignia by default in a soldier's attributes...but AI soldiers respawning do not retain the selected insignia - they respawn without it. I thought that would have been otherwise...unless I'm missing something

hasty echo
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ok so i'm a complete noob to this, trying to follow mondkalb's tutorial but it's annoying that the links are all broken.
I'm just trying to make a static model first, which i can get to appear in game but untextured. I'm just wondering, what's the most basic way I can add a custom texture to the object? As in, I have a custom .paa file, but rvmat documentation is pretty confusing. I don't care about mapping beyond what the bare minimum to see it in game, just to see that it works. any help appreciated

frigid escarp
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you may find something there

hasty echo
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thanks

hasty echo
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my texture is showing up as transparent brown/red for some reason, when i mess around with it, it sometimes goes white and sometimes goes back to transparent. any clues what i did wrong?

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ok, so i changed the texture to a random one off the web ( a picture of grass) and now the color is green. maybe my UVs are messed up

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ok nevermind, i don't know what I did differently, but now i have an ugly grass looking model so it's all good i hope

full quarry
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You could look up EL_Tyranos tutorial series.

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Also PMC wiki tools and development environment setup is a must.

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And most test stuff require you don't skip any steps, so hurrying will likely do no good in the long run.

soft anchor
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Could anyone tell me where the texture of the AK12 is located?

acoustic dove
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weapons_f_exp

soft anchor
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Thank you b x

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I only have _epa / _epb / _epc even though I have bought Apex lmao

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Maybe I'm in the wrong folder

acoustic dove
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just use search in the arma 3 folder , you will find it

wet sonnet
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Yes, you are

soft anchor
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Found it, Mong moment on my side lmao

wet sonnet
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haha

golden niche
cunning flare
wet sonnet
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You can't alter the p3d

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or Banhammer

cunning flare
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Welp. So there is no other way then?
And yeah, dont wanna get banhammer

wet sonnet
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So if you'll wait for next patch, it will be fixed

cunning flare
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Good stuff ๐Ÿ‘
I guess this has already been reported then?

wet sonnet
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I fixed it now, it wasn't

cunning flare
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Thats great! I appreciate you djkhaled

wet sonnet
coarse scaffold
frozen blade
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@coarse scaffold rvmat most likely pointing towards a secondary uv set

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that doesn't exist

coarse scaffold
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Could I fix it in OB?

full quarry
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@coarse scaffold where does that error come from?

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And you can make ne uvsets in OB but perhaps would be better to set the rvmat to use only 1 uvset instead

severe rune
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Error comes from arma diag build.
rvmat seems to have a tex2 uv stage while there is no second UV set in the model

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Or was it tex1 that was second uv stage?
And tex is first stage?

full quarry
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Tex is uvset0 and so on

coarse scaffold
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Big thanks, changing tex1 to tex for Stage 3 fixed the issue

junior badge
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how do i fix a texture not loading onto a part of a model

full quarry
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make sure the part is unwrapped and the texture is actually assigned to it.

junior badge
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because i have modified part of the chestrig and the cosmetic magazines which are on the chestrig doesnt load textures

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without the modification it loads

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even tho i didnt touch that part of the model which has the magazines

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do i have to assign a texture to that group again ?

full quarry
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it is possibe your modifications broke the uvmapping

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pictures might help to identify the problem

junior badge
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gona fire up my game sec

full quarry
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they should show up in buldozer too

full quarry
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looks to me either it cant find the texture or there is no texture on them at all

junior badge
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ye i think it cant find a texture for it because before the modification it loads textures

full quarry
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wheres the chestrig from?

junior badge
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vsm

full quarry
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and how are you modifying it?

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I assume its not the banned version of VSM

junior badge
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what do you mean by banned version of vsm

full quarry
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I recall it was vsm mod that got into trouble using ripped models

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also how are you editing it?

junior badge
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ye i think i know what you mean wasnt it that one which had dayz models ?

full quarry
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dunno what all it had

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I recall BF3 models

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but also as I've asked a couple times already, how are you editing it?

cunning flare
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@full quarry
It is not that version. It was that experimental one that featured those.

full quarry
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what are you referencing to? @cunning flare

cunning flare
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There were two different VSM mods, made by the same guy. One of them contained the ripped assets and was removed from the workshop. That vest he is retexturing is from the version/addon that is currently on the workshop.

full quarry
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whatever the first one was does not matter in this case. But also I hope this retexture project has already ended as it was done in totally wrong way.

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in way that would, if continued end up like the first vsm

silent mortar
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@cunning flare it was not an experimental version lol... it was the main VSM release

stiff pendant
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hey guys, can you recommend on some texturing sites where I can get good textures from? and also, is that possible to extract/get online the textures of the a2 buildings(The takistan's ones)?

full quarry
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@stiff pendant what kind of textures? Arma 2 stuff sould be found inside the Arma 2 public released files. Or you have to own copy of Arma2

stiff pendant
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I've made a basic building, and I would like to use the exact texture BI used when they made takistan. I'll find the a2 public files, i'll probably find it there.
anyway, do you know/recommend websites that share textures for different materials?

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@full quarry

full quarry
stiff pendant
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thanks

stiff pendant
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Why do we get only rvmats from the a2 sample files? is there any way to get their textures?

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'Maps - configs, scripts, scenes and source RVMATs only'

full quarry
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you then need to own the game to get those I think. If theyre not in the released files

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what is it that you are trying to do?

stiff pendant
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I'm trying to make building that are similar to those we got on takistan and such.

full quarry
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not sure if CUP has enhanced the textures on their ported set, but might be worth checking that out or asking them for tips

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since most people will use CUP stuff anyway

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migth be good to try to match what they have

stiff pendant
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I can just use their stuff? or do I need to ask for permission?

full quarry
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well if you dont copy their textures into your addon but use them directly from the CUP files then it should be kosher without asking.

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as it then just makes your addon dependant of their addon

stiff pendant
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I see.. and how do I do that?

full quarry
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ehhh... a big question this early in the morning xP

stiff pendant
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Yeah lol

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Is there any reference you can give me ?

full quarry
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how familiar are you with Arma modding?

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setting up tools and such

stiff pendant
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Well I have been making very simple objects, using most of the LOD's, i'm new to this world, but I have imported some objects into the game so far

full quarry
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alright so you would basically just unpack the CUP stuff into your P: drive

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and point your texture paths to their files

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and add the addons the textures come from as required addons in your cfgPatches class in your config.cpp

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hopefully you are using mikeros tools

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as they are the easiest to get your development environment set up right

stiff pendant
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Yeah I am

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I hope it's that simple in practice as well

full quarry
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for buildings you would need to use multimaterial .rvmats

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nothing is simple in Armamodding

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but once you get the hang of it, it will get easier

stiff pendant
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i guess

full quarry
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I know

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๐Ÿ˜œ

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after year 3 of doing this, things started to fall into place

stiff pendant
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thanks for everything, i've had great difficulty understanding .rvmats concept

full quarry
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they can be complex indeed

stiff pendant
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is there any complete guide for them?

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besides BI explanation

frozen blade
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complete guide on what?

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rvmats in general or multimats?

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unpack 7z in your p drive

stiff pendant
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I didn't understand how you know which class Stage to choose
in this example:

class TexGen0     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};

class Stage0    {texture="a3\Structures_F\Data\Concrete\concrete_bare01_CO.tga";                texGen="0";};
class Stage5    {texture="a3\Structures_F\Data\Concrete\concrete_bare01_DTSMDI.tga";            texGen="5";};
class Stage11    {texture="a3\Structures_F\Data\Concrete\concrete_bare01_NOHQ.tga";                texGen="0";};

you used 0,5 and 11, but in the second texture:

class TexGen1         {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};

class Stage1    {texture="a3\Structures_F\Data\Plaster\Plaster03_4x4_Office_CO.tga";            texGen="1";};
class Stage6    {texture="a3\Structures_F\Data\Plaster\Plaster03_4x4_Office_SMDI.tga";            texGen="6";};
class Stage12    {texture="a3\Structures_F\Data\Plaster\Plaster03_4x4_Office_NOHQ.tga";            texGen="1";};

you chose 1,6 and 12. can you explain that to me?

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@frozen blade

frozen blade
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@stiff pendant i find it easier for me to work based on this multi.rvmat format that the default one that is arranged differently based on stage number

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this one is arranged based on MASK colors

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.mask is a RGB + Black color texture file

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if you check that rvmat

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it's broken down into parts

class TexGen0     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};

class Stage0    {texture="a3\Structures_F\Data\Concrete\concrete_bare01_CO.tga";                texGen="0";};
class Stage5    {texture="a3\Structures_F\Data\Concrete\concrete_bare01_DTSMDI.tga";            texGen="5";};
class Stage11    {texture="a3\Structures_F\Data\Concrete\concrete_bare01_NOHQ.tga";                texGen="0";};```

```// RED
class TexGen1         {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};

class Stage1    {texture="a3\Structures_F\Data\Plaster\Plaster03_4x4_Office_CO.tga";            texGen="1";};
class Stage6    {texture="a3\Structures_F\Data\Plaster\Plaster03_4x4_Office_SMDI.tga";            texGen="6";};
class Stage12    {texture="a3\Structures_F\Data\Plaster\Plaster03_4x4_Office_NOHQ.tga";            texGen="1";};```
#
class TexGen3         {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};

class Stage3    {texture="a3\Structures_F\Data\Brick\cihla_dark_co.tga";                        texGen="3";};
class Stage8    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";                                texGen="3";};
class Stage14    {texture="a3\Structures_F\Data\Brick\cihla_dark_NOHQ.tga";                        texGen="3";};```
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class TexGen2         {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};

class Stage2    {texture="a3\Structures_F\Data\Metal\Metal_white_lightrust_CO.tga";                texGen="2";};
class Stage7    {texture="a3\Structures_F\Data\Metal\Metal_white_lightrust_SMDI.tga";            texGen="7";};
class Stage13    {texture="a3\Structures_F\Data\Metal\Metal_white_lightrust_NOHQ.tga";            texGen="2";};```

```// MASK, MC, AS/ADS
class TexGen4         {uvSource="tex1";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage4    {texture="example_multimap\data\example_MASK.tga";                                texGen="4";};
class Stage9    {texture="example_multimap\data\example_MC.tga";                                texGen="4";};
class Stage10    {texture="example_multimap\data\example_ADS.tga";                                texGen="4";};
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like so
texgen - allows you to modify rotation, scale, orientation of the textures - although in general should be kept @ default values, it allows one to blend/ overlay some stuff completely differently, even when using the same texture i would assume that is for randomization purposes

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stages:

b. stage1 - diffuse texture (_co) - *RED* areas in the .mask file
c. stage2 - diffuse texture (_co) - *GREEN* areas in the .mask file
d. stage3 - diffuse texture (_co) - *BLUE* areas in the .mask file

e. stage4 - mask texture file 

f. stage5 - (detail) + specular /gloss (or spec power) texture (_dtsmdi / _smdi) - *BLACK* areas in the .mask file
g. stage6 - (detail) + specular /gloss (or spec power) texture (_dtsmdi / _smdi) - *RED* areas in the .mask file
h. stage7 - (detail) + specular /gloss (or spec power) texture (_dtsmdi / _smdi) - *GREEN* areas in the .mask file
i. stage8 - (detail) + specular /gloss (or spec power) texture (_dtsmdi / _smdi) - *BLUE* areas in the .mask file

j. stage9 - mc (macro) texture file (4x8bit channel texture = 32bit)

k. stage10 - ADS (ambient details shadows) texture (3x8bit channel - 24bit) 

l. stage11 - DX normal's  texture map(_nohq) - *BLACK* areas in the .mask file
m. stage12 - DX normal's  texture map(_nohq) - *RED* areas in the .mask file
n. stage13 - DX normal's  texture map(_nohq) - *GREEN* areas in the .mask file 
o. stage14 - DX normal's  texture map(_nohq) - *BLUE* areas in the .mask file```

.
#

it's precisely the same thing, just differently formatted - as you can see, there isn't a set of rules that apply for the order from start to finish if you have the stages in alphabetic / numbers order

stiff pendant
#

the stages are fixed? I mean stage 12 can't be a _co texture, right?

frozen blade
#

rvmat stands for RV (the engine) Material & ATtributes

#

you cannot modify (just like with other set shaders and material files) the order of the input data

stiff pendant
#

@full quarry
I've just unpacked cup files and I can't open any file.. it gives a quick error on the top-left corner of the screen, and I can't even read what it says(can't capture it on print screen also,.weird). Do you know what might go wrong?

#

I'm talking about p3d files

frozen blade
#

he didn't say check their .p3ds

#

the .p3ds are binarized, obviously

stiff pendant
#

rvmats as well I see

frozen blade
#

what did you use to unpack the data?

full quarry
#

@stiff pendant don't tell me you use pbomanager...

stiff pendant
#

๐Ÿ˜ฆ

full quarry
#

๐Ÿ™ˆ

#

use mikeros tools to extratc CUP data

#

there is also CUP2P bat in there

stiff pendant
#

I got the textures I wanted.. I'm just confused a bit about how to use them

full quarry
#

that does everything for you

stiff pendant
#

I think I need to learn the whole process of texturing

full quarry
#

the unpacking needs to be done properly so that you can use them

stiff pendant
#

That's not it

full quarry
#

well yes naturally

#

you cant just use different models texture on your model

stiff pendant
#

I made a good high quality texture using photoshop, and it seems pretty good. The thing is, when I import it into game it gets really ugly

#

I've been using seams and all the stuff I need to get a decent uv map for my object

#

still it seems very bad in game so i'm trying to figure out what went wrong

full quarry
#

well can you post a example of a texture youve made?

#

it sounds like you are missing some important steps

stiff pendant
full quarry
#

well not quite

#

most buildigns use it

#

and also your uvmap is wasting quite a bit of space

#

and those odd shaped parts will just never look good as they are too deformed

stiff pendant
#

I think I get it now

#

I need to color the texture to simple colors, and then config those colors to actual textures, right?

full quarry
#

in essence yes thats how multimaterial works

#

the colors are hardcoded to BLACK, RED, GREEN, BLUE

stiff pendant
#

So I can't use more then 4 different materials in one object?

#

theoretically

full quarry
#

in one multimaterial

#

often 1MM is enough for a buildings basic structure

#

and then details are done separately into a more normal supershader using material

#

Object can use as many materials and textures you want

#

but it is adviced to keep the numbers as low as possible

#

as they will start to hurt performance fast

stiff pendant
#

and the supershader is supposed to be inside the multimaterial rvmat?

full quarry
#

no

#

supershader is different type of rvmat

stiff pendant
#

so how do I load different rvmats into one object?

full quarry
#

apply them to different parts of object

#

what do you model with?

#

I strongly suggest you look up some tutorials for whatever program you are using

#

and perhaps the El_Tyranos tutorial series

#

it covers a lot of things

#

and while it might not have exactly what you are doing, the same principles apply to all modeling and arma objects and configs

frozen blade
#

from a modelling/UV point of view

#

there is a fuckton of tutorials out there, including structures

#

i already sent you an example for multimats

#

should have you covered in terms of how you assigned certain textures to certain parts, using a single rvmat

stiff pendant
#

I'm using blender, again i'm new to this whole concept, mainly learning from mistakes I do along the way

#

I know the basics but I need to practice a lot to get some result

full quarry
#

then the El_Tyranos tutorial series is just for you

wet sonnet
#

OB > Blender Kapp

full quarry
#

๐Ÿค”

wet sonnet
#

Haters nymnBiggus

acoustic dove
#

lol , make the OB read PAA in editor window ๐Ÿ˜›

wet sonnet
#

Why? Use TGAs as source? THINKing

acoustic dove
#

well its pain its the rear to convert PAA into TGA again

#

especially when i got like 500 things ha

wet sonnet
#

We use TGA as source, no need to convert anything manually

cunning flare
#

Any known issues with RVMAT's not loading correctly?

#

Or at least not consistently?

full quarry
#

Wrong kinds of textures, wrong stages, typos, wrong paths, wrong P setup.

cunning flare
#

Thinking specifically of the no_hq here

#

Everything is correct, restarting fixes it

full quarry
#

NOHQ or no_hq

#

Post pics

full quarry
#

What resolution is it?

#

And what does broke after a while mean?

cunning flare
#

So I noticed that i was able to reproduce it after being in the arsenal and trying out different outfits

#

After restarting lo and behold it fixed itself

#

Resolution is 2047x2047

#

๐Ÿค”

#

The .png is 2048x2048... as it should be

#

Probably some wierd .texview stuff. Its probably still 2048x2048 in the .paa aswell

full quarry
#

what did you convert it to paa with?

#

paa resolution should indeed be 2048

#

also Im not quite sure how its broken?

#

the views are too different

#

and its possible lighting changes in the VR if you spend a lot of time in it

cunning flare
#

Let me get one with a better angle

#

I am using the texview2 from the arma tools.

#

Also, pretty certain the time change had nothing to do with it

#

I think the resolution issue is a red herring. There has to be something else going on imo

frozen blade
#

@cunning flare convert that PNG to TGA

#

let O2 to convert it itself

#

O2 = object buiilder

cunning flare
#

Gotcha. It is however just a retexture of the AAF uniform with custom mats. Would converting it in O2 break any rules? I assume so?

frozen blade
#

ahh ok, won't be able to do that

nocturne lake
#

hiddenSelectionsMaterials doesn't work 100% of the time. There's not a lot you can do about it with regard to getting custom .rvmats on existing character and gear models

frozen blade
#

^^ this, damn ninjaed me

full quarry
#

aah its a retexture

#

hiddenselectionmaterial is reliable only if the all materials used are present in the model p3d when its binarized

severe rune
#

I wonder ๐Ÿค”
Can you include fake materials into the binarized p3d that are never actually used.. and will that work ๐Ÿค”

full quarry
#

how would one do so?

severe rune
#

Use a custom self-written binarizer ๐Ÿ˜„

full quarry
#

Ah! I knew some sort of black magic would be involved

frozen blade
#

i think it is possible to assign a material for a single vertex

#

that won't render anyways

#

say goodbye to draw calls as well

severe rune
#

Yeah that's my problem with putting material in model.. You F your section count.
Custom binarizer could solve that with a model.cfg entry that links the materials in without actually being used on a vert. But dunno if that's enough for hiddensel

silver gull
#

does it need to be defined just in the model once (p3d) or in each LOD to work?

#

otherwise you can just use some custom lod number that is never used...

full quarry
#

I think having them in edit lod was enough

cunning flare
#

Well this conversation just went well above my head. Gotta read up on this stuff I suppose. Thanks for the help anyways ๐Ÿ˜˜

random hemlock
#

what's the easiest way to mass convert paa files to tga or png, and viceversa?

severe rune
#

images to PAA -> ImageToPAAGui
Other way around.. uh...

trail venture
#

does somebody know the sizes of the blank signs available in the eden editor ?

lean osprey
#

@trail venture I generally just take a screenshot of the signboard for the aspect ratio then add the image you want via Photoshop (or paint) ... once you happy then convert the image to 1:1 ratio and apply desired size. Generally I go for 256x256 if its small sign. 512x512 for bigger signs and 1024x1024 if the images needs detail like finer texts.

Once done export as png (still keeping the 1:1 aspect ratio) and using textviewer (arma tools) save it as .paa.

Doing this way over jpg or png will make the custom text load on mission start and not like with jpg only if you are close enough.

Reason to use 1:1 aspect ratio is it avoids the inverted colour issue and the game will stretch the image to fit

placid thicket
#

if you're baking a helmet is it a good idea to include the head model you're using so you can bake AO from the head? think_cursor

nocturne lake
#

If it will never not be on the head, maybe

#

Itโ€™s not something Iโ€™d do myself

placid thicket
#

aight

dense peak
#

Yo d00ds, question:

I'm hunting for a method to maintain uniforms details (stitching, knee pads, etc...) but simply selecting and editing the camo patterns, I'm noticing that similar uniforms have the same stitching with camo patterns over it. I reached out to another discord that deals with 3d modeling but I figured I'd come thru here as well. I've attempted trying to do threshold maps and working from AO maps, but it's not capturing details like others

#

I'm seeing that people are slapping camo over G3 uniforms no problem with maintaining the details, and am baffled on how they're doing that to the UVW maps.

full quarry
#

I would say there is no way to just select and edit camo patterns on flattened texture image

#

you would need layered texture source to properly do stuff like that

#

or recreate the detail layers from the available data if possible

dense peak
#

So Iโ€™m only asking cause Iโ€™m seeing individuals recreate cryegen g3 uniforms with seams in the same place and new camo; is there a template I am missing? Is there a workflow I can look into?

dense peak
#

Well what I've found to work is - desaturating from Normal map > creating a new colormap from there and > manually create details like stitching, just curious how everyone is getting these G3 uniforms with the details to maintain

lone oxide
#

Hey, having some trouble getting the A3 vehicles to substance painter or blender. Does anyone know an easy way to do this?

nocturne lake
#

You can't

#

converting models from the game to editable formats is a breach of the EULA

lone oxide
#

Oh, wasn't aware. How do you guys view textures for default vehicles then?

full quarry
#

in game

lone oxide
#

With Buldozer?

nocturne lake
#

photoshop+setobjecttexture ingame

lone oxide
#

Okay, I'll try ๐Ÿ˜ƒ Thank you

nocturne lake
#

It's a pain in the arse honestly. But it's the way everybody did retexturing and indeed most original texturing, before anybody had software to paint in 3D

lone oxide
#

I'm used to custom models, which is easy to import to 3d software, sadly it's a little harder here :D
Where would I find the Ifrit and the orca in my a3 folder?

full quarry
#

one is a car so somewhere in the soft_f stuff I recall

#

and other is a helo so one of the helicopter folders

lone oxide
#

Okay. Does anyone use custom made models as placeholders, to be able to use stuff like Substance Painter, or would that also break EULA?

nocturne lake
#

custom models wont work unless the UVs match exactly

severe rune
#

what do you mean by placeholder?
Cant resonably remake a model with exactly matching UV

lone oxide
#

^^ Thx ๐Ÿ˜ƒ

#

What is the "mrap_02"?

wet sonnet
#

Ifrit

lone oxide
#

Perfect, thx ๐Ÿ˜„

lone oxide
#

Anyone have a UV map for the ifrit?

silver gull
#

a UV map is transfering 3d locations onto 2d. If you dont have access to the 3d model you cant have a UV map. so no

severe rune
#

but if it is in the samples. Then I assume that's the version with UV

full quarry
#

it is not in the samples unfortunately

#

some of the texture templates are collected on a BI forums thread I recall

lone oxide
#

Figured out I didn't actually need it ๐Ÿ˜„

#

What's the thing to put before "SetObjectTexture"?

severe rune
#

the object

#

to set the texture on

lone oxide
#

no in the init, it has a "starter" thing before it ๐Ÿ˜„

severe rune
#

don't know what you mean

lone oxide
#

SetObjectTexture [0, "C:\Users\mathi\Documents\TexturingJobs\ReaperIfrit.paa"]

severe rune
#

Object missing on left side

#

you need to specify which vehicle to set it on

lone oxide
#

If i set it in the vehicle init, what do I put then?

severe rune
#

in init script in editor. The object is in this

lone oxide
#

This window, what do I put instead of "this"?

severe rune
#

uh..

#

nothing

#

the object is this you need the object

#

thus you just put this there and be done.

lone oxide
#

oh

#

But it doesn't work...

severe rune
#

the path to the texture is invalid

#

Arma can't resolve global paths

#

it has it's own internal filesystem

#

put your texture into your mission

#

or into a mod's pbo

lone oxide
#

uhh... how

#

I'm new to this, sorry ๐Ÿ˜„

severe rune
#

My documents/Arma 3/missions or mpmissions

#

there's your mission

#

just put your texture into there

#

and then just use the filename in your setObjectTexture

lone oxide
#

this setObjectTexture [1, "C:\Users\mathi\Documents\Arma 3 - Other Profiles\LCpl%20M%2eWestergaard\mpmissions\ReaperIfrit.png"];

#

no work lol

#

it's a png...

#

paa doesn't work either :/

severe rune
#

and then just use the filename in your setObjectTexture

#

you are not using just the filename

#

and that's also not your mission directory

#

mpmissions is the folder that contains all your missions, you need to put it into your mission, not next to it

#

also you are missing the _co suffix on your texture

#

name it ReaperIfrit_cp.png before you convert to paa

lone oxide
#

cp or co?

severe rune
#

co

#

oh. oops

#

๐Ÿ˜„ Charlie Oscar

lone oxide
#

thx

#

Okay, made a mpmission, threw the "ReaperIfrit_co.paa" into it, used this: this setObjectTexture [1, "ReaperIfrit_co.paa"]; but still no skin...

severe rune
#

Why do you have index 1 now? you had 0 before

#

error in RPT file? texture not found?

lone oxide
#

Changed to 0, still nothing showing up. No error on screen

severe rune
#

error in RPT though?

lone oxide
#

RPT?

full quarry
#

what resolution is the texure?

severe rune
#

Arma RPT. Logfile.

lone oxide
#

2048x2048

full quarry
#

and what did you convert it to .paa with

lone oxide
#

TexView2

#

Where is this RPT file?

severe rune
#

%localappdata%/Arma 3

lone oxide
#
23:53:49 a3\weapons_f\binocular\nvg_proxy_off.p3d: No geometry and no visual shape
23:53:54 a3\structures_f_exp\signs\companies\cornerads_01_v2_f.p3d: No geometry and no visual shape
23:54:00 Placement slopelandcontact failed on model a3\structures_f_exp\walls\net\netfence_01_m_8m_nolc_f.p3d. Missing landcontact or no points in it.
23:54:02 Weather was forced to change
23:54:02 a3\data_f\proxies\flags\flag_auto.p3d: No geometry and no visual shape
23:54:09 Loading movesType CfgMovesButterfly
23:54:09 Creating action map cache
23:54:09 MovesType CfgMovesButterfly load time 26 ms
23:54:10 Loading movesType CfgMovesBird
23:54:10 Creating action map cache
23:54:15 a3\map_vr\data\obloha.p3d: No geometry and no visual shape
23:54:15 a3\3den\objects\cursor.p3d: No geometry and no visual shape
23:54:49 a3\data_f\proxies\flags\flag_alone.p3d: No geometry and no visual shape
23:55:15 Error in expression <SetObjectTexture [0, "C:\Users\mathi\Documents\TexturingJ>
23:55:15   Error position: <[0, "C:\Users\mathi\Documents\TexturingJ>
23:55:15   Error Missing ;
23:55:15 Wrong color format ```
#

This is the latest, about 20 mins ago

severe rune
#

Error Missing ; ๐Ÿค”

lone oxide
#

That's at the end, copy pasted from the link you sent me

#

this setObjectTexture [0, "ReaperIfrit_co.paa"];

severe rune
#

out of ideas

lone oxide
#

Thanks for the attempt anyways

#

So uhh, you apparently just have to play the scenario lol... @severe rune

full quarry
#

oh you did not play it...

#

init runs only when game starts

lone oxide
#

I figured, why not just try it. Vehicle turns gray, I'm like wtf is this, then realize that's my ugly ass texture on there

#

So, the ifrit has two files... How do I make the second one go on the back?

#

Not the biggest fan of tires on the roof...

placid thicket
#

came out pretty well first time

cosmic sand
#

im uhhh trying to texture a road but ..... how do i convert a paa to jpg?

pale bough
#

open it up in texture viewer and then Save As

#

set it to file type All Files and then add .png

#

don't think it works with .jpg

cosmic sand
#

ahh oki thank you very much โค was wondering becayse of jpg not working i was confused a.f

full quarry
#

Jpg is not a file format generally used in game development

true pivot
#

Better of using .png

dense peak
#

Can anyone explain the stages in rvmat?? Do the directly coorilate to spec/AO/etc?? Or can they be all willie nilly and placed in any stage

severe rune
#

each stage stands for a specific texture

#

depends on which shader you are using

cobalt wind
#

can anyone direct me to a how-to on retexturing rhs afrf uniform?

#

all i am ending up with is the default model uniform ๐Ÿ˜ฆ

full quarry
#

edit texture

#

create new class that uses that new texture in the hiddenSelections array

cobalt wind
#

yes. done that

#

but i probably messed something up in the confg

full quarry
#

or texture path or texture type

cobalt wind
#

`class cfgWeapons {

class UniformItem;
class rhs_uniform_flora;
class msi_ia_brownbase_uniform: rhs_uniform_flora
{
dlc = "TES UNIFORM";
displayName = "Brown";
scope = 2;
scopeArsenal = 2;
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"iamsifaction\data\msi_ia_brownbase"};
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "B_INA_Section_Commander_01";
containerClass = "Supply40";
mass = 40;
};
};
};`

#

like this right?

#

iamsifaction\data\msi_ia_brownbase.paa thats the texture.

full quarry
#

uniform item is the thing you see on the ground and in the inventory

#

it is not the character you look like when you put on the uniform

#

you would have to create a new cfgvehicles unit class that inherits from that character, apply the hiddenselectiontexture there and then create a cfgweapons uniform class that uses the new looking character

cobalt wind
#

i just realized, created unnit is BLUFor and uniform is OPFor. that gonna make a difference?

full quarry
#

should not

#

the side of the unit is defined in the cfgVehicles class

cobalt wind
#

`class B_Soldier_base_F;
class B_INA_Section_Commander_01 : B_Soldier_base_F {
author = "xBloodshed";
scope = 2;
scopeCurator = 2;
displayName = "Section Commander";
side = 1;
faction = "B_MSI_INArmy";

    identityTypes[] = {"Head_TK","LanguageENG_F"};

    linkedItems[] = {"rhssaf_vest_otv_md2camo","rhsgref_fieldcap_ttsko_forest","ItemMap","ItemRadio","ItemCompass","ItemWatch"};
    respawnlinkedItems[] = {"rhssaf_vest_otv_md2camo","rhsgref_fieldcap_ttsko_forest","ItemMap","ItemRadio","ItemCompass","ItemWatch"};

    weapons[] = {"rhs_weap_akm","rhsusf_weap_m9","Binocular"};
    respawnWeapons[] = {"rhs_weap_akm","rhsusf_weap_m9","Binocular"};

    magazines[] = {"rhs_30Rnd_762x39mm_bakelite","rhsusf_mag_15Rnd_9x19_JHP","rhs_30Rnd_762x39mm_bakelite","rhsusf_mag_15Rnd_9x19_JHP"};
    respawnMagazines[] = {"rhs_30Rnd_762x39mm_bakelite","rhsusf_mag_15Rnd_9x19_JHP","rhs_30Rnd_762x39mm_bakelite","rhsusf_mag_15Rnd_9x19_JHP"};

    uniformClass = "msi_ia_brownbase_uniform";
    camouflage = 1.6;
    hiddenSelections[] = {"camo"};
    HiddenSelectionsTextures[] = {"iamsifaction\data\msi_ia_brownbase"};
};`
full quarry
#

not like that no.

cobalt wind
#

yea

#

txture wrked but was on a diff uniform model

full quarry
#

you need to inherit from the character that uses the correct model

cobalt wind
#

ah!

lone oxide
#

With the Ifrit, using the setObjectTexture, how do I make one texture the back, and the other the front part?

full quarry
#

?

#

the texture index number tells what texture section you are changing

nocturne lake
#

aye: 0 = first hiddenSelection, 1 = second hiddenSelection etc. etc.

lone oxide
#

So 0 is the main, 1 is the back?

cobalt wind
#

o man. still can't get this to work.

#

here's d edit's in the cpp
`class cfgWeapons {

class UniformItem;
class rhs_uniform_vdv_flora;
class msi_ia_brownbase_uniform: rhs_uniform_vdv_flora
{
    
    displayName = "Brown";
    scope = 2;
    scopeArsenal = 2;
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"iamsifaction\data\msi_ia_brownbase"};
    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = "B_INArmy_Section_Commander_01";
        containerClass = "Supply40";
        mass = 40;
    };
};

};

class cfgVehicles {

class rhs_vdv_flora_rifleman;
class B_INArmy_Section_Commander_01 : rhs_vdv_flora_rifleman {
    author = "xBloodshed";
    scope = 2;
    scopeCurator = 2;
    displayName = "Section Commander";
    side = 1;
    faction = "B_MSI_INArmy";

    identityTypes[] = {"Head_TK","LanguageENG_F"};

   --------

    uniformClass = "msi_ia_brownbase_uniform";
    camouflage = 1.6;
    hiddenSelections[] = {"camo"};
    HiddenSelectionsTextures[] = {"iamsifaction\data\msi_ia_brownbase"};
};

}` Where di i fk up? ๐Ÿ˜ฆ

nocturne lake
#

@lone oxide probably but you can test by doing vehicle player setObjectTexture [0,"#(argb,8,8,3)color(1,0,0,1.0,CO)"];vehicle player setObjectTexture [1,"#(argb,8,8,3)color(0,1,0,1.0,CO)"];vehicle player setObjectTexture [2,"#(argb,8,8,3)color(0,0,1,1.0,CO)"]; etc

#

and see which parts are Red, Green, blue etc.

lone oxide
#

Oh, thank you.

bold kayak
#

Can we share screenshots of our designs here?

severe rune
#

Sure yes

bold kayak
nocturne lake
#

carbon fibre ๐Ÿ‘

bold kayak
#

Yeah, its pretty. Ill post more designs since its okay when I make them. o/

severe rune
#

Did you paint that in 2D?
I think the ifrit in the samples doesn't have UV right?
I don't think I could do that in 2D ๐Ÿ˜„ all the edgewear hrr

full quarry
#

Ifrits texture is quite straight forward

bold kayak
#

Ifrit texture is one of the easier ones to work with. Its fun to map out and find all the parts. And yeah I create my own templates and they are pretty good textures.

#

Taru is the hardest for me so far, but I did complete making a good design for that one.

#

Espically if you have a big design wrapping around the vehicle, and trying to get all 3 textures to line up and look seemless.

placid thicket
#

can anyone give me some texture crit?

frozen blade
#

on what

placid thicket
#

ay yeah it would probably help if it just wasn't some random discord link ;~;

#

some kinda chinese steel pot from the 80s

frozen blade
#

the wear and tear is way too uniform

#

it forms a pattern, which is to be avoided

placid thicket
#

aight, I can mask some of that out then

silver gull
#

the colors look very vivid (too satured) but idk - maybe thats how it actually looks in your reference...

full quarry
#

Could be your video settings or lack of machine power

#

Arma by default uses 2k textures and use of 4k should be limited

#

asset like that for example should use multimaterial and 2k textures

ashen finch
#

other objects show up the same in ob and ingame and i will try 2k

full quarry
#

pls

#

DO NOT use that much 4k textures

#

it is bad practice

#

structure objects like that work best with multimaterial

ashen finch
#

same result with 2k textrue, any other idea?

full quarry
#

well it also looks like your normalmap is not applied

#

are you following the correct texture suffix naming protocol?

#

are you packing with AddonBuilder or PboProject?

#

(pls dont say PBOmanager.....)

ashen finch
wet sonnet
#

And if it's really some bigger structure, just use multimat

stiff pendant
#

i've been trying to understand how to use rv mats and I came with a conclusion:
either i'm dumb, or this crap is overcomplicated

full quarry
#

๐Ÿค” 1st one might apply here ๐Ÿ˜

#

so whats the issue you have

stiff pendant
#

is there any guide for mentally retarded people? I think that's the only one I can understand

#

i'm trying to understand how to multilmaterial rvmat works. I understood that I need to make a texture that is colorised to basic 4 colors - red,green,blue and black(?), and through this colors, I somehow set spesific texture to a specific color

#

Do I simple use RGB colors and(for example, red will be 255,0,0) and the rvmat will read that?

stiff pendant
#

Yes. I didn't understand why he uses texgens 4,5,6, etc. , when we declared that 0 is black, 1 is red, 2 is green and 3 is blue. what are the next texgens for? and is every texgen is constant?

full quarry
#

different texgens can be used for different texture scalings

severe rune
#

texGen just tells which UvSource to use

#

usually you have the uvSource entry inside the Stage

#

but there can only be X number of sources. And as multimat has more than X stages, it wouldn't work if each stage had a seperate source.
So you need to use texGen's, and reuse some sources for multiple inputs

full quarry
#

@stiff pendant you can search this channel for multimaterial discussion

#

it has been explained a couple of times in the past few months

stiff pendant
#

I'll see what you guys wrote in the past, and see if that helps

full quarry
#

there are aslo commented example rvmats

frozen blade
#

what texgen allows, is to have different rotations/ scale etc for the same texture

#

say you have a noisy generic normal map, and you wanna use it that across multiple textures, you can do that

vivid sentinel
#

Probably better suited in here:

frozen blade
#

you rotating a normals map as well?

vivid sentinel
#

thats just rotating the object in Ed3n/Terrain Builder

frozen blade
#

by decal you mean something on the ground yeah?

full quarry
#

these are decals

#

and what do you mean change colors @vivid sentinel

vivid sentinel
#

those lighter grey decals to the right are the same decal

#

just rotated

full quarry
#

here?

vivid sentinel
#

correct

full quarry
#

possibly the shading of your decal is off somehow

#

is it flat or smooth shaded in OB?

vivid sentinel
#

I am not sure, tbh. How would I check?

#

I just followed Cringos simple decal tutorial

full quarry
#

@tawdry plank

#

is the normalmap in it self made or does it use BI textures?

vivid sentinel
#

Bi textures

#

literally just the normal from the BI concrete texture, along with the texture itself

full quarry
#

is the RVMAT based on some BI decal?

vivid sentinel
#

correct

#

I think I fixed it

#

I changed the nopx to nohq when I was copying how BI did theirs, but obviously that's a dumb thing to do considering the Nopx contains info that the nohq isn't suppose to have

white cargo
#

you can't use nopx on p3ds anyway

nocturne lake
#

also, just renaming wouldn't do the trick. You'd need to convert to .tga or something, rename it _nohq, then reconvert to .paa with the _nohq suffix in place, so that it gets encoded in the correct format

tawdry plank
#

Wot

#

Oic

#

Yes I had to learn that the hard way too

#

Some would say I may still have to learn it

full quarry
#

git gud

tawdry plank
#

I actually completely forgot I made that vid lol

#

Oh you're overlapping... Oh I see what you're doing, I was trying to do something similar but I kinda got fed up and took a big break lol

#

I made some just for the edges

#

Which looked mostly fine up close, but super noticeable from distance

static galleon
#

Any photoshop tips for achieving the nice looking blended edges onthe roads and paths? I've got the alpha process down; and have tried lighter shad for the edges in the alpha map without the same nice results that BI has for their game road textures. Any ideas appreciated

stiff pendant
#

I've seen that some people include in their rvmat file _co texture file, and some are reffering to the texture through object builder(and not mentioning it at the rvmat file). is that some kind of preference? or is there a reason for doing it?

severe rune
#

Don't know if _co aka Stage0 in rvmat even works. I think it has been tried out but i don't know what the results were

stiff pendant
#

I think I now understand how the rv mat works

#

Although I don't quite understand how to make things look really good. I guess that is the big difference between a rookie and a veteran

#

quick question : how do I apply texture to LOD's greater than 0? do I make a low quality texture, or I use the same I did for the first LOD? i'm talking about LOD 1,2 and 3.

severe rune
#

Same was as on lod 0.
And yes you generally use the same texture.
Your paa contains several resolutions of your texture. If it's farther away, arma will automatically choose a lower res version

full quarry
#

I'm pretty sure the Stage0 worked when I tried it.

#

@stiff pendant good work getting this far already! You have just passed the gate to bigger and better things!

stiff pendant
#

The next thing is to figure out how the multimaterial rvmat works

frozen blade
#

have a look over that example i sent you

gusty nacelle
#

hey, my texture turns completely black when using this rvmat. https://pastebin.com/qAMcpvjT I'm just trying to get the normal map i made for it to work but i have no clue what's going wrong. thanks

#

when I test the model without using the rvmat the texture works fine

severe rune
#

dir[] = {0,0,0}; invalid. Should be 0,0,1
Needs to be one diagonal line of 1's from aside,up,dir

#

You are missing the other stages for "Super" shader. You need to implement all stages, even if you just use default values

gusty nacelle
#

ahh right thanks, is there a way to only include a normal map without the other shaders, or does that mess it up?

#

Thanks, just tried and it works ๐Ÿ˜„

severe rune
#

is there a way to only include a normal map without the other shaders without other stages you mean?
Not in Super shader no. But there are other shaders that use less parameters

gusty nacelle
#

ahh makes sense

severe rune
silver gull
#

@stiff pendant @severe rune lowest LOD does not always use same multimat as 0. Lowest resolution LOD's can have reduced multimat (no normal, no specular, just procedural) and also some have special low-res-baked textures. Vanilla buldings have them sometimes (with mlod in their name). How necessary/ usefull that is is... not entirely clear/ clean cut. You save on textures required for that LOD and on polygons required to apply different materials sometimes. But if you have the same texture already loaded because another building of same type is very close its not really usefull

frozen blade
#

that ^

#

it is necesary, since it loads a single texture

manic trellis
#

Is there a guide on how to get arma 3 configuration like this into my substance painter? I know its color coded but I just don't know how too.
The one on the left side I am trying to get to (mine) on the right
https://gyazo.com/8459df51688a348a28be80d50ed5c639

full quarry
#

There is no guides afaik but I think someone has shared a Arma compatible substance shader

#

You could try searching this or model makers channel for substance related chat

manic trellis
#

Okay thank you!

frozen blade
#
manic trellis
#

PuFu, lemme give you a big ol' kiss.

frozen blade
#

@manic trellis do NOT expect, even in gloss/specular PBR workflow to get 1:1 export from Substance Painter to Buldozer. Some tweaks will be required to the spec/gloss maps that are transferred into SMDI channels

stiff pendant
#

@frozen blade why is that? isn't substance painter designed to do just that?

nocturne lake
#

Arma is not PBR

frozen blade
#

@stiff pendant no

#

Substance tools are designed around PBR workflows (be it metalness -mainly and/or spec-gloss)

#

you can try and use old (non-PBR) spec-gloss, but that means most of the plus side of using existing materials from source, share, or 3rd party ones

#

is lost

#

you can still texture ok with it no matter what

stiff pendant
#

So with which software should I work if I want to texture objects for arma?

#

Which one is the most common?

wet sonnet
#

Well...either Substance or good ol' Photoshop

#

Or maybe Quixel? But that does PBR too, eh?

nocturne lake
#

Substance if you know how to edit the materials in such a way to make them right for Arma. Quixel's not bad for it either since it's photoshop-based

#

Quixel is actually pretty easy to adapt materials to diffuse

#

you just adjust the grey values for materials in spec/gloss to get something better for arma, and add specular colours to the base metal layers

#

and apply the "texture base" material for overlaying the AO and cavity/curvature map

#

But it's not as good for customising materials and 3D painting

frozen blade
#

@stiff pendant you can use SP just fine, but you need to manually tweak some values yourself (smdi especially).

#

please read what i write

stiff pendant
#

I understood that, I mean if there any software out there that is "meant" to texture objects for games like arma

frozen blade
#

there is no software out there meant to texture a single game for single RV engine

#

each engine is a bit different. you can use ian's substance shader to get 95% 1:1 viewport results between A3 and SP for instance

#

but then again, none of the sbsars will work with that shader

stiff pendant
#

so if I go and learn to use substance painter, for me to get good result I will need to tweak the textures I pull out of it, especially the smdi one?

frozen blade
#

yes

#

as well as the rvmat to some degree, or in fact both together

#

mainly because the way A3 can change spec and gloss (or well, spec power) via textures, sliders etc

severe rune
#

"rvmatto"

  • PuFu 2k19
frozen blade
#

๐Ÿ˜„

#

@severe rune very staccato typing

mellow star
#

Just been looking for RVMAT documentation and what I found (on Biki) is pretty thin. Any better links?

#

Specifically right now I'm looking to understand;

#
  • What stages are required/supported by which shader, and;
#
  • How I might use UVTransform to make a texture repeat.
severe rune
mellow star
#

Excellent, thank you.

prisma zenith
#

Ive got a problem with my apex shader in my substance painter viewport, anyone got Experience with that?

severe rune
#

Tell me about your problem

prisma zenith
#

for some reason my normals are not shown in my viewport, the export files are fine, its just the viewport

#

If i Switch my shader to anything different the normals are there, just not in apex shader

severe rune
#

Anyone know if that worked with older versions of the shader? maybe I broke that with the latest update

frozen blade
#

what do you mean by apex shader?

severe rune
#

Ian's Arma substance shader

frozen blade
#

ahh, ok

#

i thought i was some rvmat shader that i missed

prisma zenith
#

cant tell, Im started using it a week ago or so. anyhow Im at work rn so for specific troubleshooting I gonna answer later

#

anyhow I dont know why it comes to my mind just yet, maybe I have an outdated file. I gonna fresh download it later

full quarry
#

@mellow star uv transform can only scale the texture, it will always repeat if its tiling correctly

#

Baked texture on the other hand can never tile

mellow star
#

Thanks but you may have confused me with somebody who knows something. Is it possible to get a texture to tile (rather than stretch) when a model is scaled?

full quarry
#

probably depends on the model

#

and what kind of issue you are facing

#

take pictures

#

and do you mean dynamically scale the texture?

mellow star
#

Am fiddling with the IR Pointer model (would like to come up with a more convincing beam). One hurdle is that it works by stretching the model to the horizon on the player Z-axis which means any detail in the texture gets stretched. It's not necessarily a bad thing in at least one layer as it provides some texture animation as it moves but am wondering if it's possible to have a layer where the texture tiles rather than stretches (i.e. maintains a constant pixel-AR).

full quarry
#

I dont think what you want is possible

#

but if you have a beam, just make it all red

#

or use particle beam

#

most likely no one will be able to see the streched mesh at the other end anyway

mellow star
#

do you think it would be possible to animate that model using one of the Any (simulation) sources? i mean is it possible to have a model rotate of its own accord?

full quarry
#

rotate?

#

what part of it would rotate?

#

and yeah some models can use time as a source

#

would you explain in detail what it is you are trying to do?

mellow star
#

well, straying a bit off textures here, the vanilla beam is totally solid but in RL all beams have variation as they react with particles in the air. but those particles move so ideally those details (bright/dim points) in my replacement would also move, one way to simulate that would be to rotate sections in the model.

full quarry
#

ehh.. sounds like way too much hassel and quite likely not possible

#

the laser stuff in Arma is veeery basic

mellow star
#

indeed, and m'uh immurshun suffers for it

full quarry
#

well you are free to try of course. but I am farily certain that how the laser beam works will not support anything like that

prisma zenith
#

updated the shader, still no normals

full quarry
#

do normals show with other shaders? is it possible you have them just disabled in some view setting

prisma zenith
#

ye they do

#

when I export the textures they are also there

#

its just a viewport thing

dense peak
#

Anyone have had imagetopaa compain about .net framework?

severe rune
#

You are missing the suffix of your texture

#

save it as ps_ca.png before converting it to paa

oblique swift
#

@severe rune can you convert pls?

#

i litteraly give up

#

tried pga tga

#

every time white background

#

original source

hardy atlas
#

open your png in texview

#

save 'imagex_co.paa'

severe rune
#

That image cannot be converted properly

#

all dimensions need to be multiples of 2.
Your image is 200x263 neither of them are multiple of 2

hardy atlas
#

It is also saved as .svg_.png

severe rune
#

it's png in the end so not a problem

hardy atlas
#

not an issue but not best practise.

#

that is a 256x256 paa for you

#

Worth checking out this page too as it details how to configure the insignia etc...

waxen pendant
#

Hello guys. I have this problem I have not solved to this day...but Im sure its easy to fix

#

I have a glass texture and its pitch black

#

I do have an Alpha channel. it shows transparent in Gimp. But on the model its not transparent and the areas which should be are simply black

#

I am not sure how I save it as 32 bit in gimp though

#

and its 1024ร—1024

shut sparrow
full quarry
#

@waxen pendant is the file named texture_CA before converting to .PAA?

waxen pendant
#

@full quarry Im not on my computer right now but It is as far as I know

#

or...does it have to be upper case?

#

as in capital letters

full quarry
#

Nope

waxen pendant
#

Ill check in a few hours

full quarry
#

Test applying some vanilla _CA texture to it to see if it is texture issue

waxen pendant
#

yes it has _ca

nocturne lake
#

what .rvmat are you using on it?

waxen pendant
#

is there anything in the rvmat that could be the issue

#

right

#

hang on

nocturne lake
#

basically, you need the .rvmat and any .paa that is assigned to that .rvmat to also be unpacked on your P:\ drive when you compile the model

nocturne lake
#

so check you have a3\data_f\env_land_co.paa referenced in the .rvmat unpacked to P:\a3\data_f\env_land_co.paa

waxen pendant
#

yup it is there

#

allready was'

#

but thats only reflextion isnt it?

#

Reflection*

nocturne lake
#

the data is still used to determine if the .p3d will use 8-bit alpha or not

waxen pendant
#

ok

#

it's there anyway

nocturne lake
#

and I assume the other LLW paths are correct? You can load/view them in the UV window with "Filter by material's texture"

waxen pendant
#

you mean the 3D view window in OB right?

nocturne lake
#

no I mean the UV editor

waxen pendant
#

whats the UV editor...?

nocturne lake
#

It's where you would edit the UV maps of models if you were insane enough to do it in Object Builder

waxen pendant
#

ooh wait

#

duh yeah

nocturne lake
#

there's a toolbar button with "UV" on it

#

opens a new window where you can see the UVs and using the "Filter" tab you can see them projected on to various textures and materials used by the model

waxen pendant
#

yeah I can see all my textures there

nocturne lake
#

hmm, try one more time repacking the model. Make sure you have the option to clear the temp folder (Full Build) checked

#

In case it's trying to pack an old version of the model without the changes you've been doing

waxen pendant
#

I changed a detail in the model now (which had to be done anyway) to double chec k that

#

ok just checked in game

#

changes to the model are there

#

Glass is still black

#

RVmat seems to be doing it's work

#

since I see the effects on it

#

Ok so now im downloading the same texture from Delta gamer

#

packing

#

see what happens

#

Issue remains... โ˜น

#

hey!

#

In bulldozer all seems fine!

#

So its something in the packing process๐Ÿค”

nocturne lake
#

@waxen pendant this might be a problem actually forcedDiffuse[]={0.05,0.05,0.05,0};

#

set it to {0,0,0,0}

waxen pendant
#

ok. will try later
but how come its all ok in BD?

nocturne lake
#

Dunno really. When I've encountered it before, it was always a matter of material .paa files missing from P:\

waxen pendant
#

the force diffuse didnt do anything

#

My textures are .paa before I pack

#

is that an issue then??

nocturne lake
#

shouldn't be an issue, no

waxen pendant
#

ok this is getting frustrating

#

When I pack it unbinarised Its all OK

hardy atlas
#

multimat rvmat here

#

#(rgba,8,8,3)color(0,0,0,1)

#

I assume the second set of numbers correspond to the RGBA

#

what do the first refer to?

waxen pendant
#

Procedural texture

hardy atlas
#

Ah thankyou.

full quarry
#

which stage has that?

#

does the model have what geometry lod named properties

#

do all the other textures of the rvmat open up in texview?

hardy atlas
#

you talkin to me?

full quarry
#

oh thought it was something in Crielaards rvmat xD

#

๐Ÿ˜ต

hardy atlas
#

no lol just me asking noob questions

waxen pendant
#

it is in my rvmat however this is BIS stuff

#

Pulled it off the shelve

#

and fact remains...unbinarized its fine

#

im using BIS Addon builder because PboTool is giving shit unclear errors

#

not even related to textures btw

full quarry
#

ah

#

anything addobuilder related cant really be answered

#

๐Ÿ˜„

#

pboProject errors mean you have something deep wrong

#

which is why you should debug them first

hardy atlas
#

PboProject errors as in you can't launch them?

full quarry
#

@waxen pendant or what is pboTool?

waxen pendant
#

or PBOmaker whatever its called

#

Mikeros tool

hardy atlas
#

Yeah you really should be using those, Addon builder is broken beyond broken. What issues are you having with them?

waxen pendant
#

my specific example is in the model.cfg. 'cannot have externs'
and Im pretty damn sure I dont have them

#

neither the software is pointing out where theee enterns are

severe rune
#

extern classes
class MyParent; is a extern

waxen pendant
#

I know

#

and at some point 'Could not find 'Vehicle' in master.cfg

full quarry
#

those errors are still there even if you use addon builder

#

and they might mask some other issue

waxen pendant
#

so yeah...since these errors even come up with BIS samples and mikero has no samples himself (as far as I know) it doesnt really give confidence

#

and. exactly this mod packed fine, like a year ago when I worked on it last

#

the source file hasnt chanced

#

anyway. enough complaining

#

Why would non-binarised the texture work fine amd binarised not?

nocturne lake
#

Like I said at the beginning, it's a matter of how the model's face properties encoded with those textures once it's binarised

waxen pendant
#

right face properties. Rvmat?

nocturne lake
#

all sorts of things really

waxen pendant
#

so...if I put this to the test

#

I would take DGs base files again...and all should work

#

theoretically

waxen pendant
#

right DG's Apache mod has the same issue. While back in the day when he last packed it, all was fine.

#

so something must have changed regarding textures

manic trellis
#

Soo question about Substance Painter, When I use PBR-Specualr Glossiness in SP, It won't let me poly fill anything..But if I use something else.. It lets me.
Please @ me so I know if I get I response.

frozen blade
#

what is poly-fill? you mean mask based on faces/uvs etc?@manic trellis

severe rune
frozen blade
#

should work no matter of the shader tbh

manic trellis
#

@severe rune I know how to poly fill, But when I do so it doesn't work.

severe rune
#

what exactly does "doesn't work" mean?

manic trellis
#

Could I put a gif in here? to show you

severe rune
#

Can put links

manic trellis
#

Wrong one

#

When I use the paint brush it works fine.

severe rune
#

uhh ๐Ÿค”
Never used polyfill ๐Ÿ˜„ But don't see a reason for it to not work

manic trellis
#

When I use different shader it works.

frozen blade
#

no idea, i used it both in metalness and spec gloss and it worked

manic trellis
#

okay thank you

deft bolt
#

@manic trellis one problem you might be having trying to apply the specular/diffuse to your UV map is you might actualy have you SP template set to PBR metal rough

#

Make sure when you start a new model you have the template set to PBR metal rough if using that workflow or PBR specular glossy if you are using that workflow. I ran into your same problem recently so i think this should fix it. Basically just make sure you match the right workflows and polyfill should work fine

coarse scaffold
#

I exported textures from SP, I think there is something wrong with gloss channel as areas around objects are white(where gloss map is black). Anyway to fix that, maybe somehow in rvmat?

full quarry
#

what shader are you using and what form of specular texture?

mortal path
#

@coarse scaffold you can export directly the smdi channel

coarse scaffold
#

@full quarry I am using supershader, specularPower 50, in the area where it is white ingame, specular texture is same color as areas surrounding

#

Yes I know, I did that, but this is how it looks in SP

#

And this is how it looks ingame:

full quarry
#

Im not sure if speculatiry is the right way to do such details

#

i think they should just be in the diffuse

coarse scaffold
#

But specularity in this area is clear. Here is how specular looks:

#

This is how in the same area gloss map looks:

full quarry
#

oh wait are you talking about just the 2 different grey areas?

#

can you draw a circle where am I supposed to look at

coarse scaffold
#

Ok , so this is what bothers me:

full quarry
#

ahh ye ok

coarse scaffold
#

Shadow is not shadowy ;d

full quarry
#

are you sure its the specualrity thats the culprit?

frozen blade
#

gloss (which isn't really gloss) tbh

#

also, is that thing in direct light

#

?

#

you seem to expect that screw head to be visible just via smdi, correct?

#

that's not really how things work

#

for legacy shaders anyways

full quarry
#

its not the screw

#

see last image

coarse scaffold
#

I expect the "shadows" around the objects to be black , not white

full quarry
#

what does the diffuse look like there?

coarse scaffold
#

And I am sure it is gloss channel which messes up

frozen blade
#

ahh, the shadows / wear around that ok

#

get a screen of that SMDI

coarse scaffold
#

Here is what all my channels look like

frozen blade
#

i wanna know how your smdi looks like, not sure how you exported these from SP to texture_smdi.paa / .tga

coarse scaffold
#

ok sure

frozen blade
#

also, gloss is not really gloss in Arma. that's why it is called specular power

#

@coarse scaffold ๐Ÿ˜„ - yeah, individual channels, cheers

coarse scaffold
#

I edited ๐Ÿ˜ƒ

frozen blade
#

well, that's why you need to manually tweak these

#

green is the smdi, blue is gloss

#

what i can say is that the gloss is way too bright

coarse scaffold
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Fixed it, turned out it was my mistake as one layer had inverted gloss channel. Thank you for help ๐Ÿ˜ƒ

balmy summit
full quarry
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@balmy summit the lighting in buldozer and in game are different so they will aslo look different

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you should also make sure your normalmap directions are correct

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as in many programs by default generate normalmaps in XYZ where arma needs it to be X -Y Z

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you should also condsider using the super shader to its fullest with proper SMDI and AS/ADS textures

hardy atlas
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regarding the Normals, as goat says inverted y axis (green channel) is necessary for Arma. Also make sure that your file pathing is correct in the packed version.

balmy summit
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Ok, thx guys, i'm gonna take a look at those.

full quarry
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and most importantly that its clear. OB buldozer and in game will not look the same

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unless you fiddle with buldozer configs and make it load the new lighting

balmy summit
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Was kind of aware about it not looking the same but as I don't have much experience, I wanted to make sure
But i'm still going to do as you said. I already inverted the green channel, and now i'm gonna take a look if it makes any difference.

full quarry
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if the green channel is wrong way, everything that should pop up actaully look like they are holes

silver gull
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depends on how you look at it ๐Ÿ˜›

placid thicket
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hi

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can I get some texture crit on this?

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the imgur link is an album

full quarry
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to me it looks bright

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but you seem to have some brightness/gamma adjustments in your video settings

placid thicket
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all at 100

full quarry
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no recollection what values they take

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whats default?

placid thicket
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I think it's 100

full quarry
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could be just my ๐Ÿ‘€

frozen blade
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@placid thicket afaik it needs to be a bit more shinny. also these dents need to have more variation, so does the wear of it

placid thicket
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I was thinking of increasing the specular power but decreasing the specular a little

full quarry
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maybe its new helmet

frozen blade
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as in off the shelf?

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thing is from the pics available online at a quick glance, it scratches pretty easily and rusts over time

full quarry
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would be more natural as used yes, but off the shelf is not impossible choice either

placid thicket
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It is meant to be one that's been in use for a while

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Ssh40 is pretty old and I made it for modern/cold war stuff

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I'll work more on it later, cheers for the crit