#arma3_texture

1 messages ยท Page 35 of 1

frozen blade
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yeah i know, as i previously said, i'd make teh wear in a few stages and a bit more random

placid thicket
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I can't tell if I made it worse or better

hardy atlas
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I think you should add a dust / old dirt layer.

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if you look at the reference pictures PuFu put in there is a lot of variance in specularity. might be nice to mix some fresh scratches in their too

placid thicket
#

ye

west aspen
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For use in my own terrain.

wet sonnet
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It would have to be new p3d, if you want to use it on own terrain

full quarry
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long way to say "nope" ๐Ÿ˜›

amber belfry
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what would cause the subtle white lines along my armpatch texture?
https://imgur.com/j9OFwJL
It's not visible in the .paa itself, just in game. The vanilla patches look fine.

full quarry
#

possibly wrong suffix on conversion or smooth alpha transparency

nocturne lake
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Or not sufficient padding of the colourspace

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you should fill the background of the texture in a similar colour to the pixels at the edge of the texture, so if the alpha channel is not precise after compression, it will not bleed in to parts of the colour-space with the wrong colour

pale bough
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If you have Photoshop, I've found the minimum and maximum filters under other work rather well for that

hardy atlas
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I generally use photoshop but gimp has a handy tool for limiting the alpha channel to a range. In this case you could set lock alpha to 1 or 0

nocturne lake
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That's not really the issue. You could just save it as 24 bit tga and have the same effect of a 1 bit alpha channel that's either 0 or 1. The problem comes from nearest neighbour sampling for the .paa compression and mip-map generation - a pixel that you didn't intend to be outside the masked area, could get unmasked because the algorithm determined from neighbouring pixels that on average, this one should be >0

amber belfry
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Saturating the color (leaving no half-transparent areas) worked. Thank you @nocturne lake

warm nexus
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I've been trying all day to get a texture I made for the BLUFOR uniform to show in game but the guy appears naked. I know somewhere I messed, the problem is I don't know where? Can someone else take a look with fresh eyes?

full quarry
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@warm nexus cfgWeapons class is the item you put in inventory. It does not directly affect the uniform you look like in game. You need a uniform/cfg vehicles character class that the uniform points to.

warm nexus
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@full quarry I thought I had one in there? Unless you mean a class inside it is wrong?

full quarry
#

indeed you have.

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the uniformclass in the cfgWeapons uniform must point to the character that you want it to look like

warm nexus
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Ahhh so where it says "My retexture" I put the classname of the uniform the texture is based on?

full quarry
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the units classname

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"my_unit" in this case

warm nexus
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Still no joy with it

warm nexus
full quarry
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whats B_soldier_universal_F?

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and why does it not inherit from any base class

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and this should point to this character

warm nexus
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No Idea what it is. I looked at the classes and couldn't work out which one to put in.

full quarry
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get the arma 3 samples and compare what classes point to where.

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I cant really tell you any clearer what you need to put into the circled line than what the pic above shows

warm nexus
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That's fair, I don't want "hand holding", just pointing in the right direction

full quarry
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this is that point.

warm nexus
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Would you mind if I screenshared and have you watch or is that too much?

full quarry
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soz, too much

warm nexus
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No worries

warm nexus
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Well he's not naked anymore but it's back to the default blufor texture

frank pebble
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Does anybody know any good rhs templates

severe rune
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I need a little help on a project.
Let's imagine very theoretically that Arma had a PBR shader. And the stages were arranged like this

0: albedo RGB 
1: normal RGB
2: specular RGB
3: irradiance RGB
4: metalness R, roughness B

Would you do any changes to the stage layout? Maybe reorder things? Does this feel natural?
Height and ambient shadow are still missing. They might be added to stage 4 as the G/A
Should irradiance even be a user supplied texture?

There is also a "SpecularBRDF" texture would someone who wants to use PBR textures want to define the specularBRDF texture by themselves? Or would it be fine if it just were hardcoded?
If it were hardcoded, would a 256x256 resolution BRDF texture be big enough?

silver gull
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@severe rune

  1. you are crazy. <3
  2. irradiance... most streamlined pbr tools dont even have that in their default pipeline for assets. Metalness/Roughness is more important for the user. I wouldnt even know what i could properly do with irradiance map/ why 2 assets in the same space should have different irradiance map. Ideally it would just be like cubemap right now - there is a default one, or a set of default ones that change depending on environment/map/maplocation/whatever is possible with a custom shader i feel.
severe rune
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Need to precompute some irradiance map then.
I think I'll also just precompute the BRDF map.
Question is just if the irradiance map should be different for different terrains

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Might aswell store the irradiance texture as a texture path in the terrain config

silver gull
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its based on the cube map isnt it - should different terrains have different cube map? Yeah i would say so

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ideally (dreamer) it would be dynamic based on where you are. You could define cubemap for a building (or not and use terrain default)... but eh that seems very painfull to integrate (smooth transitions...etc)

severe rune
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Also you I NEED to implement dynamic lights in the PBR shader right? I can't just leave it out and only use ambient lighting right?
Generating a irradiance map apparently takes about 200ms (I read that in a article, not far enough yet to test myself)

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I think I can implement the shader as a singleplayer only mod. Just gonna replace one of the rarely used shaders with it. For testing atleast

silver gull
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gut feeling say you would have to integrate dynamic light, but i'm really the wrong person to ask...

severe rune
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Guess I'll just see how it looks like. And then implement the stuff that I feel is needed.
But dynamic lights would throw me back a couple days I think. That's quite alot of work. Arma does dynamic lighting in the vertex shader.
Only per-vertex lighting which you already know I assume.
PBR would need to do it in pixel shader. Maybe I can just combine all lights in vertex shader. And then fetch the lighting from the vertex in the pixel shader oof

silver gull
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idk man... if it was vertex lighting exclusively it would not explain some behaviour ive been seeing

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on my bunker all interior walls are just 1 face each. And yet shining on it with flashlight (or from muzzleflashes) there are no "steppy" effects. Now it is an editor placed object so far, have not tested map placed. Could be that there is a difference

severe rune
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I just learned how to compile my own shaders into Arma. This is gonna be fun ๐Ÿ˜„
Just need to find a rarely used shader that I can just replace with my own stuff

full quarry
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oh that sound like fun

severe rune
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I could publish tools/workflow to do it. But I don't think anyone is interested in writing singleplayer only Arma shaders for fun

full quarry
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well depends. If calmwater shader could be improved with it and offered for in game infusion it might benefit everyone

silver gull
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add singleplayer shader, call it eyecandy enhancer beautyinjector crusher xx0011xX to attract "a certain group" and through overwhelming public pressure get semi official implementation for MP ...

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biggest thing arma needs is some kind of HDR/ambient shading, where inside areas are shaded (and all objects within them too.... ) You can see people walking in buildings from miles away... Or woods, under tree canopy.

frozen blade
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@silver gull they don't have irradiance but emissive

somber pier
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Having awesome SP shades would entice me to play SP again

severe rune
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You can't add new shaders. Only replace existing. And I certainly won't fix other shaders ๐Ÿ˜„ I only want it for testing my PBR implementation

severe rune
wet sonnet
#

looks amazing to me ๐Ÿ˜„

placid thicket
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truly this is the power of PBR rendering

severe rune
full quarry
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lovely ๐Ÿ˜„

severe rune
hardy atlas
#

That pink one looks like something straight out of a life server lmao

trim yacht
#

THIS IS A REUPLOAD, I AM NOT THE ...

frozen blade
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mmmh, you iz nuts @severe rune

somber pier
#

Reminds me of the Source Engine texture error thing

severe rune
#

pink was just a test returning a constant value to see if shader works.
I didn't get that part to work.. I just cut it out and am now using inefficient uncompressed shaders ยฏ_(ใƒ„)_/ยฏ

severe rune
severe rune
full quarry
#

๐Ÿ‘

severe rune
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Spent half an hour trying to find out why my normal has no effect. Turns out I had no normal, the UV mapping is F'ed.
Just use base color UV and tadaa
https://s.sqf.ovh/arma3_x64_2019-04-16_20-51-34.png enough for today. I need to find a solution for a proper irradiance map tomorrow.

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Parallax Occlusion Mapping in a Vertex Shader.
Is that a thing that you want to have too?

full quarry
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yes

severe rune
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Okey is on Todo list. Need to figure out was Super vertex shader does and maybe combine it

full quarry
#

๐Ÿ˜ฑ

frigid escarp
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๐Ÿ‘

trail remnant
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Hello everyone
Someone have the Tropic Dazzle Camo Texture of CTRG-15 ?

mellow star
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Can't think of any reason why they need be SP only.

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Unless you're +cough+ing the exe to alter calls.

frozen blade
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as i understand, he cannot add a new shader (that would be cool tbh, maybe contact BI directly)

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but rather change an existing one

mellow star
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yes, but there's little to stop improvement of existing shaders, you just have to get creative about parameters (hiding them in fractional components)

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so set specular (etc.) to {value}.025 and the improved shader knows that the fractional part actually means 2.50 (for some alternate/additional stage/treatment).

severe rune
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@mellow star the shaders are in dta/bin.pbo which is bisigned

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@frozen blade that would be cool tbh, maybe contact BI directly There might already be something in progress. But it secrit

mellow star
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You can sign and supercede dta/bin.pbo like any other mod, in a whole virtual-path replacement fashion.

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Then you'd just decide on a pattern in some common input that signals enabling of extended features, like say ambient[] ={0.97, 0.98, 0.99, 1.00} wouldn't have any effect on the vanilla shader but could tell the extended one its parameters are extensions-aware.

severe rune
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Have you tried that? virtual-path replacement? Some things in dta folder are actually read from the PBO's before other mods are loaded.

mellow star
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But there can only be one active replacement of the shader cache so ideally you'd give me permission to optionally include your upgraded shaders with mine so people could use either just one or both amendments. Or we'd start some sort of CES (Community Extended Shaders) initiative.

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As a case in point, my terrain shader only enables its changes if TerrainBlendMaxBrightenCoef is >= 1.00 (which ordinarily it isn't), if not it just acts as the original (so it can be enabled/disabled through config).

severe rune
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I don't intend to upgrade shaders.
Maybe I'll publish a mod with some debug shaders (like shown above) that can be used for testing model things.

mellow star
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I'm not really suggesting improving any of the existing shaders but just making it possible to enable your PBR variant through hidden parameters.

severe rune
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It's easier to just replace a existing shader with the PBR one. Rather than implementing hidden parameters.
If I'd go the hidden parameter route to switch around, I'd have to reimplement the original shader

mellow star
#

Yes you would, but okay, as you see fit.

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Or, if you want to share your HLSL again when it's working I could look into incorporating it.

wet sonnet
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@severe rune HYPERCHAMP

gray owl
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@severe rune If i may ask how this works hlsl -> arma's shdc? in general... don't have to be too specific, just interested ๐Ÿ˜ƒ

severe rune
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shdc is just collection of compiled bytecode of the shaders.
"fxc /Fo"(D3D shader compiler) outputs that. Just have to bring it into the right format in the shdc as it contains many shaders.

gray owl
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copy, thanks!

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can't you change the inputs to the shader (aka light parameters) and do dynamic lighting in PS?

severe rune
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Theoretically yes

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I have access to dynamic lights. I need them too for PBR.
But there is no dynamic shadows. Lights go through objects. Not sure if I can solve that in the shader alone.
But the main light (sun) generates shadows.. So the data/tools must be there. Might be possible then

gray owl
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exciting, keep it up ๐Ÿ‘

full quarry
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Don't car lights make shadows too?

frozen blade
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@full quarry nope

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@severe rune without deferred shading you cannot have shadows for multiple light sources afaik

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one of my personal disappointments is the lack shadows for anything but sun/moon

severe rune
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Well objects throw sun shadow onto objects which is then rendered over stuff. Not sure if that's pixel or vertex shader. But I suppose I can do the same just for other dynamic lights
But that has nothing to do with the PBR project so maybe once upon a time I'll look into that

hardy atlas
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Imagine Arma with full PBR support and ray tracing. I mean even proper dynamic lighting would be a dream.

acoustic dove
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hell yes

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i was pushing for better shaders but no we are stuck in 2009 tech ๐Ÿ˜„

placid thicket
#

I think BI will probably wait until any arma sequel to add that

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We know enfusion has PBR support though

severe rune
#

Main reason for not adding stuff to arma is missing dev time. The shader/graphics dev is working on another project.
But.. If I do the dev for them and they just need to review/merge.
There is still hope. We'll see.
If not then you just get PBR as a mod that I push to workshop.

golden niche
#

I mean even proper dynamic lighting would be a dream. RT AO+GI is really what arma needs

deep locust
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looking for a texture dev

lone oxide
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How would I convert a .PBO to a uvmap and a texture?

severe rune
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what?

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pbo's are not models nor textures

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they are a container format

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explain what you wanna do?

deep locust
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with pbo manager extart it to a file

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extract*

lone oxide
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I need to re-texture some vehicles from a pack, that didn't post the UV-maps

severe rune
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can't get the uvmap out

deep locust
#

u need to make the uv

severe rune
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the model is binarized and you can't access it

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maybe message the author of that pack if he wants to help you out

lone oxide
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It's CUP ๐Ÿ˜„

severe rune
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otherwise you just need to look at the texture to figure out where things are

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Just ask CUP team. They are usually quite forthcoming I'd assume. CUP discord is in #channel_invites_list
Just make it really clear you wanna make a retexture and don't wanna rip models ๐Ÿ˜„

lone oxide
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Okay, thanks ๐Ÿ˜ƒ

full quarry
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@deep locust PBOManager should not be suggested as a addon tool. Its ok for mission stuff but thats about it,

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if you are using it I suggest you revise your workflow

deep locust
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@full quarry right click on the pbo extract it as a file and vice versa for packing saves alot of timee

full quarry
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it is the wrong way and does not produce proper PBOs

deep locust
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what is the proper way

full quarry
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easiest and most reliable would be using Mikeros tools

severe rune
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mikeros tools can also right-click extract. Or just double click to extract

deep locust
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does it cost money?

severe rune
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no

full quarry
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theres free version thats more than enough and subscriber version that has some extra tools

deep locust
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which file is it?

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i see alot

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depbo tools?

full quarry
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PMC wiki has the setup guide

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you install them all

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they work in unision

deep locust
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aha ok

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thanks

nocturne lake
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@severe rune folks could use T_D's web converter thing and it preserved UV coords even when the model is distorted. But since the latest version of Object Builder, the .emf/.wmf exporter for generating UV snapshots is barely usable anyway

mellow star
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I want to make a shiny bare-metal texture for UNSUNG;s MiG-21 but am having no joy using HiddenSelectionsMaterials[] either by amending Specular/SpecularPower or the blue channel on the SMDI - not seeing any difference in-game. Are these just properties than can only take at compile-time? Or am I trying to change the wrong thing?

severe rune
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HiddenSelectionsMaterials only works somewhat reliably if the rvmat is already referenced in the model

mellow star
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poos and wees

stiff pendant
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guys if I want to texture big objects(like buildings) should I use one big uv map and texture it, or should I split the objects into smaller uv maps and texture each one of them?

full quarry
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you should use multimaterial

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its a specail shader for building like big objects

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can be used for other than buildings too though

stiff pendant
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I see

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thanks

full quarry
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its use has been discussed here or on #arma3_model multiple times so using the chat search you should be able to locate all the basic info at least

cunning obsidian
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OK I'm a total noob at this retexturing. I'm a map maker who's made a couple of Scottish themed maps and was wanting to retexture some models to make them better fit into the scenery. Primarily I was wanting to retexture some building models, and the roads, but I may do some signs as well. In order to be a minimum pest is their some tutorials you can direct me too regarding the buildings and road retexturing? many thanks in anticipation of your help guys.

full quarry
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what models are you trying to retexture?

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you would need acess to the original source model to do that

cunning obsidian
#

a couple from CUP and MBG.

full quarry
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same applies

cunning obsidian
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Also the roads to make them UK

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ok when/if I get access...

full quarry
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though CUP ones are basically sourced from the Arma2 released game data

cunning obsidian
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yep

full quarry
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well it depends how they are build

cunning obsidian
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is it as easy as opening a file and editing in photoshop?

full quarry
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no

cunning obsidian
#

yeah that'd be too easy wouldn't it

full quarry
#

indeed

cunning obsidian
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Am I going to have to go into blender or similar?

full quarry
#

usually not

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but its still more than just simple shopping work

cunning obsidian
#

cool, is there a guide to these dark arts?

full quarry
#

if a building is configured to use multimaterial you would have to understand how multimaterial works and what parts you need to change in it

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no

cunning obsidian
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ok

full quarry
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"retexturing" technically follows the same principles as making the thing from scratch

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so you would need to undertand the workflow and where to do your editing

cunning obsidian
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muchos hassle, not the end of the world I can make do. Would be good to know for future reference though

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May head over and ask model makers about that process then. Thanks again for your time/advice HelpfulGoat

full quarry
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well you could just do a search on multimaterial on the chat and internet

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and start from there

cunning obsidian
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good place to start

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๐Ÿ‘

full quarry
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or team up with mr @stiff pendant there who is doing same thing basically

cunning obsidian
#

oh is he?

full quarry
#

if you scroll up a bit

cunning obsidian
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Scottish/UK themed buildings?

full quarry
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no but texturing buildings

cunning obsidian
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no need he's typing as we speak

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I see

stiff pendant
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Well all I can say is that before you even try to model anything for arma, you do need to know how to use blender and zbrush/substance painter

full quarry
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zbrush and substance are optional

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they can help but are not really mandatory

stiff pendant
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Yeah

full quarry
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retexturign A2 objects would not mean need to model them

frozen blade
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blender is optional too ๐Ÿ˜„

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any proper 3d software package works

full quarry
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but understanding how they are made and how the textures work is essential

cunning obsidian
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I need to learn this stuff at some point so I'll look into it

full quarry
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indeed any decent program is valid choice

stiff pendant
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even OB

frozen blade
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i said proper

cunning obsidian
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behave

frozen blade
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so no

full quarry
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I said decent

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so no

frozen blade
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๐Ÿ˜„

stiff pendant
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i know someone who is modelling objects in ob

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he is crazy

full quarry
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yes

frozen blade
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yes

full quarry
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sure if OB is all you know then fine you can do stuff in it

frozen blade
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but takes longer

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and is more painful

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and convoluted

cunning obsidian
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OK does this all stand for retexturing the roads as well?

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or are they different?

full quarry
#

what do you mean retexturing roads?

cunning obsidian
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Make a road that lloks like it's from the UK, not Greece

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or eastern europe

full quarry
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are you using p3d roads or polyline roads?

cunning obsidian
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not decided yet

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potentially both

full quarry
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then you need to understand what they require

cunning obsidian
#

๐Ÿ‘

full quarry
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and produce new material that fits your vision and they can use

cunning obsidian
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I know how they should look, just need to know how to apply the image to a model

frozen blade
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to be honest, for most roads, it is pretty easy to make new ones yourself, is not like the model the texture is applied to

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si anything but complicated

full quarry
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yes

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though making p3d road work right needs a bit more than just the visual part

cunning obsidian
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I can work with the current buildings available, but would lioke UK roads

full quarry
#

you should start with the TB polyline roads

frozen blade
#

i assume you wanna create a custom islands

cunning obsidian
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ok

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I have custom island and mainland map

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now need to populate them with pretty scenery

full quarry
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@foggy torrent Do you happen to know if the UvTransform animation can be made to move X pixels each frame with "time" source (or similar all time playing one) Instead of moving smoothly

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in similar fashion particles work

static galleon
#

I'm interested in creating custom runway decals and have come across refrs a tutorial by Cringo, is it still around? I've poked around a bit and can't find it.

full quarry
#

@tawdry plank

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๐Ÿ‘† can u answer the above

foggy torrent
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@full quarry nope, wanted to do flipbook anims with uv anims but it's not possible

full quarry
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meh

foggy torrent
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but perhaps Im might try adding additional param for instant switch

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dunno how hard it might be

full quarry
#

It would open up a lot of possibilities

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I tried to poke this from every direction I could come up with but did not succeed

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at least now I know I did not miss anything ๐Ÿ˜

tawdry plank
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Sorry I was busy being attacked by retail zombies

static galleon
#

Thank you very much Cring0; I'll get started right away

rough flume
#

Hi! I've been looking to reskin the Hunter/Guerilla outfit and when i unpack the pbo the texture is only 32X32. There must be another texture someplace that it's directed to in some way I don't understand. Does anyone know where to find the texture for it?

full quarry
#

how did you unpack it?

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and you my indeed be looking at the wrong texture

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how did you deduce it was that one you need?

severe rune
rough flume
#

@full quarry . I looked the uniform up on bohemia website to find where its packed. I unpacked the pbo and found the model and the texture, both listed in the config file from arma, but the texture is only 32x32. It's an official skin. I'll link it. It's U_C_HunterBody_grn https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Equipment
it has a few vairations as well but the hunter is slightly more decorative version of it.

#

class C_man_hunter_1_F: C_man_1
{
author="$STR_A3_Bohemia_Interactive";
editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\C_man_hunter_1_F.jpg";
_generalMacro="C_man_hunter_1_F";
model="\A3\characters_F\civil\c_hunter_f";
modelSides[]={3};
uniformClass="U_C_HunterBody_grn";
displayName="$STR_A3_C_man_hunter_1_F0";
linkedItems[]=
{
"H_Booniehat_grn",
"ItemMap",
"ItemCompass",
"ItemWatch"
};
respawnLinkedItems[]=
{
"H_Booniehat_grn",
"ItemMap",
"ItemCompass",
"ItemWatch"
};
class EventHandlers: EventHandlers
{
init="";
};
hiddenSelections[]=
{
"insignia"
};
};

Is the code from the config.cpp

nocturne lake
#

None of those paths point to the uniform texture

#

And since it only has one hiddenselection for insignia, you might not be able to retexture it anyway

lone oxide
#

If I remodel a vest, how would I see that in the editor? (How would I use the "this setObjectTexture" thing on there?)

nocturne lake
#

You can't use setObjectTexture on vests

#

only config hiddenSelectionsTextures

lone oxide
#

How would I do it on a vest then?

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I'm using a mod, that I'm going to retexture, but I'm not sure how I test my vest out...

rough flume
#

no, but it shows the model location and the texture named similarly is right in the data folder. but thanks! I'll keep looking XD

full quarry
#

@lone oxide only way to see your custom texture for vest is to make a new config class that uses your new texture

lone oxide
#

I ended up just changing the PAA of the mod

#

Which worked

full quarry
#

meh, not quite the correct way but as long as you dont leave it replacing it inside a rebuild of that mod

lone oxide
#

It's good enough for testing ๐Ÿ˜„

severe rune
#

Is there any reason to have different UV's for baseColor/Normal/Metal/Rough/Specular/AO/Height ?
Maybe Normal, but besides that I'd just put all of them onto the baseColor UV ๐Ÿค” (Which is what I'm currently doing cuz the other UV's are broken cuz I'm apparently doing something wrong :D)

full quarry
#

Different laytout or use of tiling textures perhaps, usually 1 uvset should be enough though

severe rune
#

https://s.sqf.ovh/arma3_x64_2019-04-22_16-02-24.jpg
Substance vs Arma.
baseColor, metal, rough, specular
directly exported from substance.

Throw your thoughts at me. Yes the light source in Arma is now as big as in substance. The sun is just further away and i didn't implement dynamic lights yet.

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I see normal intensity looks a bit too much?

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Also the env map in Arma is different. Substance has black env map with a soft spot (Soft 1Front 2Backs)
Wheras Arma has the normal default env map which is blue skycolor instead of black like in subst

mellow star
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Can SP use a custom env map?

severe rune
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Yes. You can import env maps. Never tried that tho

mellow star
#

Less usefully, but perhaps useful at this testing stage, I believe you can customize the env map per terrain, VR is the only terrain that has this by default (so you don't see mountains).

severe rune
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The env map is hardcoded in the rvmat for the model

mellow star
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It's not really my area but I would guess these are fallbacks; Model > Terrain > Default. But at the end of the day the ideal would be to try and match SP to the typical in-game env map.

severe rune
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Sadly arma uses some stupid "screenshot from one side of a mirror ball" env-map so I can't just export substance ones.
Unless I make a mirror ball in substance and screenshot it ๐Ÿ˜„

mellow star
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Great work though, hopefully your back channels can get it into Arma.

severe rune
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I just closed Arma without saving my runtime edits ๐Ÿ™ˆ
crap ๐Ÿ˜„

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You think it's already good enough?
It still looks a bit off

mellow star
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Need to align some of those externals as much as possible (in order to really judge), env map and softer global illum? But then there's also haze etc. But I'm no judge, my knowledge begins and ends at what PBR stands for. Hopefully somebody who knows something will be along soon.

severe rune
wet sonnet
full quarry
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@severe rune env map stage has a property to read terrains env map

severe rune
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๐Ÿ˜ฎ show me how

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useWorldEnvMap = "true"; ๐Ÿคฆ

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thanks

full quarry
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:+1:

severe rune
hardy atlas
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This is looking fantastic. Really good progress with this.

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You mentioned you got dynamic lighting working too?

severe rune
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yeah screenshots of dynamic lights further above

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but no dynamic shadows ๐Ÿ˜‰
And dynamic spotlights act as pointlights currently

dry otter
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@severe rune impressive result especially on the specular

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raytracing is far away but reflections are impressive for ArmA ๐Ÿ˜„

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how do non PBR exports behave to it ?

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or is it per asset/rvmat ?

severe rune
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It's a new pixelshader in rvmat.
Normal super files pushed into PBR shader look acceptable. But not nice :D
As you can see above ion the MX rifle in the picture with the worklight.
The MX is rendered with super texture stages, but PBR shader.
Basically detail/macro/AS/SMDI are ignored.
AS probably get's interpreted as metalness.
And the detail get's interpreted as specular RGB.

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The stages are

0: albedo RGB
1: normal RGB
2: specular RGB
3: ignored
4: metalness R, roughness B
5: ignored
6: preintegratedFG (a constant image that you should not touch)
7: env map RGB

severe rune
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https://steamcommunity.com/sharedfiles/filedetails/?id=1720529762
Here it is. Example model in unbinarized pbo and with source files included.
Example models can be placed in 3DEN under Empty->Dedmen
Currently only DX11 Shader model 5. So old gpu's that don't support it might just show up as black
That doesn't have a technical reason tho, I was just too lazy to compile the shader model v4 version

pale bough
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This isn't MP compatible is it?

severe rune
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no

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It might be if you create your own bisigns

pale bough
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nah I mean the system itself

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can you make an asset using that and use it in MP without issue?

severe rune
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Yes.

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It will just render as black as I'm replacing the LODDiag shader.
So people who don't have the mod will just see it rendered with the normal LODDiag which is black

pale bough
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but only for things using your PBR shader?

severe rune
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yeah

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Only replaces the LODDiag shader.
Anything that uses it get's altered, anything that doesn't stays as it was

pale bough
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neato blobcatthumbsup

severe rune
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And the shader was never documented publicly besides my own shader list. So I'm quite sure noone is using that ๐Ÿ˜„

silver gull
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awesome stuff dedmen
the specular range looks really good, like you would expect from a modern shader.
The main issue with supershader is that the range of specular / gloss is way too small.
If you have glass/ highly reflective surfaces in your texture as well as rough stuff (sand, dirt etc) you will just have super shitty looking dirt (highly reflective) or super shitty looking glass (not reflective at all) . because you need the "booster values" in rvmat. So i think that would be the best "benchmark" cases for your new shader - combined glass or polished surface with something very rough

severe rune
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I haven't tested anything transparent yet.
It uses the albedo alpha channel for transparency. Definietly need to try that and see what happens ๐Ÿ˜„

silver gull
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that would be super interesting too... dxt5 alpha on supershader doesnt receive shadows, dxt 1 does but 1 bit alpha is shit.

severe rune
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Oh right.. Receiving shadows ๐Ÿค” :D
Don't know if I need to do that or if Arma already does using some other way.
I only tested on empty VR map.

Things like Shadow receiving/Alpha/Nighttime/Thermal imaging need to be tested/implemented still

frozen blade
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@severe rune awesome will give it test

severe rune
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Okey I'm missing fog too. And I think I know what I need to do to receive shadows.

gray owl
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very impressed!!!

placid thicket
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So could I just take a model with a metalrough texture and use this shader to make those maps work in arma?

severe rune
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yes you can

placid thicket
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that is very neat

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I never thought arma would have support for those texture maps

severe rune
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Well vanilla doesn't yet

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If this project turns out good, it might in the future

placid thicket
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c:

frozen blade
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so it does support both spec and metalness / roughness

frozen blade
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need to have a look over samples

dry otter
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that would be super interesting too... dxt5 alpha on supershader doesnt receive shadows, dxt 1 does but 1 bit alpha is shit.
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dont talk about this

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I can get angry

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you dont want to see angry frenchman swearing at dxt5

silver gull
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how does it determine what to use (spec vs. metal) ? After all it would need to changes how "albedo"/ diffuse is utilized?

frozen blade
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yeah was wondering about the same thing

severe rune
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The shader I based it on only used spec, but I had metalness in there from a previous iteration.
But I found that if I don't use metalness as a multiplier, the camo fabric material for example would be waaaay to shiny. So now some components are taken out if it's non metal. Like the specular reflections.

#
float4 diffuse = float4(0, 0, 0, 0);
float3 specular = float3(0, 0, 0);

// All lights
int maxCount = 1 + pointLightCount + spotLightCount; //#TODO take spotlight cone into account
for (int i = 0; i < maxCount; ++i) {
    Light pl = getPointLight(i, attributes.position);

    float NdotL = saturate(dot(attributes.normal, pl.lightVector));

    // Diffuse Calculation
    float diff = Diffuse(attributes, pl, material, eye); //Disney
    diffuse += NdotL * diff * pl.color * pl.intensity;
    // Specular Calculation
    float3 spec = Specular(attributes, pl, material, eye) * material.metalness; //GGX
    specular += NdotL * spec * pl.color.xyz * pl.intensity;
}

float visibility = length(light.color.rgb); //#TODO fix properly

float3 ibl = IBL(attributes, light, material, eye) * material.metalness;
float3 finalColor = material.albedo.rgb * diffuse.rgb * visibility + (specular + ibl) * visibility;

The material.metalness I inserted manually. Result looks good though. So unless you can find a case where it looks wrong..
My previous iteration got the F0 from
float3 F0 = lerp(0.04, albedo.rgb, float3(metalness,metalness,metalness)); I guess that replaces the specular there.
I might do that in the new one too. Or just get rid of the metalness. It's all still WIP ๐Ÿ˜„

silver gull
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personally i think metalness is much better in a pipeline than specgloss, because you can still easily seperate the two different behaviours (you have metalness as alpha map...) and generate spec/gloss compatible maps without too much efford, as well as legacy spec gloss if you want (some filtering is adviced). The other way round is much more cumbersome

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And the diffuse map is much more straight forward to edit and legacy proof too - you dont have black spots on your diffuse where metal is

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@severe rune i dont recognize the roughness map in that equation? without roughness cloth would be very shiny, so that would explain why you would need metal?

severe rune
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the roughness maps are inside Disney/GGX/IBL functions.
Always thought you need spec map cut I don't really know what I'm doing :x Guess I should instead pull it from albedo.

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also it's a RGB specular map which says what colors the material reflects.
Not a spec/gloss greyscale

silver gull
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sure, but rough (=inverse gloss) is still a seperate map

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just to clarify - the roughness map you provide (in your stage 4 B channel) is processed by that disney function?

severe rune
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Disney and GGX too I think. And IBL too. Basically everything uses it

silver gull
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i dont quite understand why that would lead to too shiny cloth, if that function is for spec gloss pbr

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i assume you used default substance material or similar , so i guess the diffuse dark and bright values should be within 30-240 srgb ?

severe rune
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function is metal rough.
But it only took roughness greyscale and specular RGB as input which confused me and produced wrong results. But with my metalness hacked in there it looks kinda correct.
But I think it was meant as things which are black on specular, don't reflect light and are not metal or smth.
Yes it's just plain default substance materials painted on

silver gull
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do you have a source link for that? i'm not knowledgeable about shaders more than you most likely but maybe 4 eyes see more than 2

hardy atlas
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So I am seeing a lot of conflicting info on smdi

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So from what I understand

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the green channel represents the specular of an objects, The whiter it is the more shiny it is.

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the blue channel represents how glossy an object is, The whiter it is the more rough it is?

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And these two channels should generally be somewhat inverse of eachother?

silver gull
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no. this is just a poor rule of thumb for when you have 0 idea what you are doing or a misunderstanding

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R channel is inverse of G and so its just done automatically and you leave it white

hardy atlas
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R should be fully white?

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yeah

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I wrote that before I read your entire sentence

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So green represents roughness (more white is more shiny), blue represents gloss (more white is more shiny).

silver gull
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arma has bad shader and bad instructions dating from ofp. Which is why improved shader looked shit at first, because source maps are shit (but shit shader never showed that)

hardy atlas
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But I am correct with my understanding of the blue / green channels?

silver gull
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just look at the image on biki page for what it does exactly (shiny != shiny)

severe rune
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I don't think super shader is based on anything ๐Ÿ˜„

silver gull
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its based on the assumption that everything is covered by dust powder

severe rune
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Well on takistan that makes sense

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Should've called it takishader

silver gull
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hm that source... i feel like i would need to actually look into the actual pbr theory and compare it to tell anything ๐Ÿ˜„ work...

severe rune
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Yep. I'm doing the same ๐Ÿ˜„

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Reading and reading to find out which places I have to modify to make it do what I want

silver gull
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the only other question is wether that particular source is working properly in the first place, and if its not based on some specific assumption about the input maps...

severe rune
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This one already looks very close. With Ambient light and shadows on top of it it should be good

silver gull
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it has comments... that makes it immediately more likable ๐Ÿ˜„

placid thicket
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Does arma work well with weighted normals? think_cursor

full quarry
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semi well I guess

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they can be a bit tricky to get in

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OB can mess them up fast

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trees should use them

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not really sure if other stuff does

frozen blade
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@placid thicket they work

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just need to lock normals on import

placid thicket
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aight

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I might try that some time

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cheers

finite summit
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I Might be on the wrong place for this, but imagetoPAA Doesn't want to convert anything.

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Unless I'm doing something wrong, and probably am as there's very little documentation on the Arma Tools

full quarry
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your likely using wrong type of texture image format

finite summit
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Wait Wait, what?

full quarry
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or wrong resolution migth do that too come to think of it

finite summit
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512x512, Trying to insert an image onto a signpost is proving troublesome at this stage

full quarry
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what file format?

finite summit
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PNG

full quarry
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so you drag it to imageToPaa and hit run?

finite summit
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File not added: Gunsafety2

full quarry
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you sure its 512x512

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and .png?

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what program did you make it in?

finite summit
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Converted from .jpg

full quarry
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does it give any save/export options?

finite summit
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Bit Depth 8-32 bit, Pretty much it

full quarry
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you could try tga

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as long as it does not have rle compression

finite summit
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Does Bit Depth matter?

full quarry
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yes

finite summit
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Bigger the better?

full quarry
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well 32 should work

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at least with imageToPaa

finite summit
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Oof, that seemed to work

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Cheers

full quarry
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what did you have before?

finite summit
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PNG At 24bit

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Didn't like it

analog cosmos
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Just a quick question here, what shaders do y'all usually use in Substance? I've been using PBR Spec-Gloss but I've been having some issues with the exports.

frozen blade
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if you are expecting direct export from SP to arma to look the same, then you would be wrong

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even if you use legacy (non pbr) spec gloss you will need to tweak some stuff manually

analog cosmos
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Yeah and I've been doing that but for the life of me I can't get the secular map to show up anywhere.

hardy atlas
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I gave up trying to match my substance shader to Arma (I tried all of the non pbr spec gloss and arma shaders and none really gave me a good 1:1 and some where just buggy)

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I just use PBR metal rough for 90% of my work now

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And with a good understanding of smdi you can get very similar results.

analog cosmos
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Awesome, thanks for the tip

silver gull
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arma look is defined by 80% diffuse 15% normal 5% specular... or something like that

wet jewel
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Whats the best tutorial for editing textures cause I want to create a texture for some rhs vehicles

frozen blade
severe rune
silver gull
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but have you unchecked the LSD option?

severe rune
severe rune
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I found out how shadows work!
Problem... LODDiag shader doesn't support receiving shadows ๐Ÿ˜„

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SpriteRefractSimple sounds complicated enough to assume noone uses it ๐Ÿคž

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thermal will be interesting. Would this even need a thermal map? Shiny metal reflects thermal, non-shiny absorbs and get's hot. ๐Ÿค”
Ah nah.. I think I'll just use Super thermal

silver gull
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๐Ÿ˜„

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that steppy effect - does the cube have shadow lod ? And is it properly shrunk compared to visLod?

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or is it different to the vanilla shadow steppy effect?

severe rune
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no it doesn't have shadow lod.

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not gonna fix that then -.-

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btw I found out why it renders these UAV perspectives. That's from the sun angle. It tries to find what shadows it drops using depth checks.

silver gull
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vanilla models without shadowlod have this too (looks real shit imo...)

dense peak
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those ugly black lines....

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funny thing: ArmA and ArmA 2 were clean from those black lines

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its an immersion breaker IMO

silver gull
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yes well its because the "new method" generates its own shadows - unfortunately with this unpolished version that nobody bothered to address during development of the new method : [

severe rune
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That's SSSM shading. Dunno what that stands for

silver gull
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self shading shit monster

nocturne lake
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Sub-Surface Shadow Mapping

silver gull
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Should be called OSSM then because its certainly not "sub" ... and more "on"

severe rune
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know what? The shadow map is a pixel shader that I can replace :D
Maybe I can still fix it

silver gull
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that would be freaking awesome... as it stands, for me, SSSSSM is not an option at all, it just looks terrible - so the benefits it brings (performance and the lack of necessity for shadow LOD creation) negated by terrible look.

severe rune
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Like.. The pattern that you see is clearly somehow math related. Same repeating pattern.

silver gull
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yeah same pattern, same angle to light/ observer

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propably missing a -1 (or 1e-X) somewhere ^^

severe rune
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Well I already have a performance optimization for shading. But probably not gonna do much.
integer modulo vs unsigned integer modulo.

severe rune
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It's friggin dirty hacky fix.. But it looks good. Maybe it bugs out on some shadows ๐Ÿค”

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^ that's VeryHigh

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The edges are a little harder tho.

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If you want harder shadows you can just turn down shadow quality though. So I guess that's not really a fix

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But in the end, people probably care less about soft edges than they care about this FKIN banding effect

silver gull
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i agree, cool stuff man

severe rune
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I'd ping reyhard or kllrt, but it's almost midnight ๐Ÿ˜„

frozen blade
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@foggy torrent + @wet sonnet

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here you go

severe rune
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ahh no. Don't wake them up

frozen blade
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it's like 23:00 for both

severe rune
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23:56 :u

frozen blade
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CET?

severe rune
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German/czech time

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summertime ๐Ÿ˜‰

silver gull
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? its 2300 in germany...

wet sonnet
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Shhhh

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Don't wake up the encoders

silver gull
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or what ? ๐Ÿ˜„

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does pufu now get encoded into super compressed binary file as punishment?

severe rune
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If Kllrt is still awake and is interested in a lit bugfix that he'll probably love, he can message me and I'll send him the fix

wet sonnet
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No PepeLaugh

severe rune
frozen blade
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@wet sonnet lol

dense peak
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nice fix with that, and no problem with hard edges, that banding effect IMO is a worse immersion destroyer than AI driving & that clouds problem with the changing shapes

not sure what drugs the devs used to add this to arma 3, but i hope other companies wont take the same drugs

severe rune
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Okey done with trying to find a better way to fix shadows..
Wanted to go back to working on PBR, and all of the sudden the sun direction is 0,0,0 wtf
I think this is the call to stop and go to bed

twin bane
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appreciate the work on it man. i've been watching, seems promising. ๐Ÿ‘

severe rune
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Considering I never really did anything with shaders before. I like the progress that I'm making ^^
But could still be better.

dry otter
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@severe rune the shadow glitch is similar to what you experience with sbsource=visualex

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The only time I managed not to have this appearing is when doing a terrain object that had 100% smooth edge and no SMDI.

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Idk which of the 2 was the reason because I did not go further, just experienced it 3 days ago for the first time. maybe it can help you.

severe rune
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I think because sooome samples see the object itself and think it's shading itself

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My fix was just "if 2 of the 4 outer samples are not in shade, we are completely not in shade"

full quarry
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So could supershader/others be fixed the same way?

severe rune
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I already fixed everything

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I fixed the shader that generates the shadow map

full quarry
#

Aaaaa

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๐Ÿ’ฆ

severe rune
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Also not sure if the edges really are harder now.
They just seem that way because the fix removed these long lines

full quarry
#

๐Ÿ’ฆ ๐Ÿ’ฆ

dry otter
#

holy shit

#

the eventuality of never making any shadow lod ever again makes me cry

severe rune
#

You still need to make shadow lods for performance :U

dry otter
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depends on mesh complexity

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well actually that is something we could try to compare 100% visualex and 100% SVLODs by mass changing all IFA3 models to visualex and copare on a large map like staszow

severe rune
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If you wanna do perf debugging on shaders I'd recommend Nvidia Nsight. Very neat tool

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that's what I use for debugging/profiling

silver gull
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according to some old blog/sitrep (from memory) by BI they said the visualex with the automatic shadow is more performant, but because its smoother is not used on stuff where sharp shadows are preferred (weapons vehicles characters)

surreal lance
#

How does one make a MCA texture for trees?

dense peak
#

Does anyone know if there is a texture for an AR15 based on the Christchurch shooters weapons?

full quarry
#

No and there should not be.

dense peak
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Yeah all good just wondering

wet sonnet
mellow star
#

@severe rune @errant latch @frozen blade @nocturne lake @frigid escarp I could make that tool. If I had time How familiar with the paa format are you? Is there a quick and dirty way to get something like that working, maybe take an original paa and explicitly splice in the lower mipmaps by adjusting lengths in the binary file? (bit like with shaders in the cache file).

frigid escarp
#

@tender fjord @dense peak ^

errant latch
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defunkt not at all

mellow star
#

@foggy torrent

errant latch
#

but such a tool would be grand,

mellow star
#

I actually meant Dedmen, just trying to move the conversation here.

errant latch
#

if you could specify: full, llvl 1 and lvl2 and lvl3 etc as files

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that would be the best thing for my terrains ever :#

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there was once such a plugin for photoshop but doesn't work anymore

mellow star
#

what would you do dif for lower mip levels?

errant latch
#

instead of resizing

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ii'd paint them

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this applies mostly to normals and parallax

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not really to CO

#

but in CA id also make the alpha by hand

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cause resizing alpha in mipmaps makes ugly appear

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say for instance you have a noisy texture

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if you resize it

#

it becomes blured on the first level

#

and just smudge beyond

#

that is a problem of resizing and not really mipmaps in itself regardless of 4k or not

#

so ideally you want to maniipulate each level by hand to accentuate the features you need to show ion each level

#

else it just looks washed out

foggy torrent
errant latch
#

so can that be fixed?

foggy torrent
#

dunno, but it seems to me as engine issue

errant latch
#

would like to know if it also happens on terrain

#

on terrain itself and not objects on it which obv would have that

nocturne lake
#

Terrain and map objects actually seems quite good at dynamically changing the mips up and down. Vehicles and weapons can seem to get stuck on lower mips once they drop

tender fjord
#

@mellow star

the biki is entirely accurate about paX files pac & paa)

it was written by t_d and myself and is authorative.

you are free to acces the api of my dll that will read write the file you want to maniplulate, or, i can answer your questions if you want to roll your own.

mellow star
#

get stuck on lower mips once they drop that's what reyhard's last img is illustrating?

nocturne lake
#

yes

#

he mentions you either need to flush memory or set texture detail to low and back up to V-high/Ultra to refresh them at 4k

mellow star
#

@tender fjord just scanning it now, on the face of it the format seems quite easy to break apart and put back together, say if you had a number of paa's named for the target mipmap level then assembled a new paa from the correct chunks of each (quick and dirty approach). unfortunately i'm waist deep in shader edits atm

foggy torrent
#
  {512,512,1024,2048,1024}, // very low
  {512,512,1024,2048,1024}, // low
  {1024,1024,2048,2048,2048}, // normal
  {4096,4096,4096,4096,4096}, // high
  {4096,4096,4096,4096,4096}, // very high```
#

different object types have different mip maps coefs too

#

so indeed, it might be something wrong with vehicles, weapons

tender fjord
#

the paa files in arma3 are either dxt1 or, for finely graded alpha channel, dxt5. The mipmaps for eihter of them are directly fed into directX so there are few surprises.

#

as for splitting the mipmaps or replacing one of them with anohter. that makes no sense to me because each one is merely a quarter of the same image before it.

mellow star
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to permit hand-edit (rather than auto-resize) of mipped imgs

tender fjord
#

over to you then.

mellow star
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lol, i was trying to cajole dedmen into making time ๐Ÿ˜‰

frozen blade
#

i find it weird to be honest

#

from a performace POV, 4x2k textures behave worst than 1x4k texture

#

wonder why it mipmapps lower if there is still vram overhead

mellow star
#

1x4k better perf but more mipmap issues? despite same total size? you'd imagine they'd have the same behaviour mip-map wise (?)

frozen blade
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i saw the post before the edit, indeed 4x2k = more draw calls

#

i understand the limitation when everyone had 1-2gb gfx cards 5 years ago

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but that isn't an issue anymore

errant latch
#

^

frigid escarp
#

when was 4k support officially or unofficially introduced?

#

also is it an exclusive 4k problem for real, or just less obvious/relevant with 2k (or less)

nocturne lake
#

You've always been able to use 4k

#

I think it is the case that it's simply less of an issue with 2k

mellow star
#

is it the engine or gpu that decides what mipmap to use? engine i guess (or you wouldn't save vram if they were all available for the gpu to choose).

#

sounds like the algorithm for selecting is mostly choosing based on texture size rather than vram usage (or 1x4k would behave the same as 4x2k).

nocturne lake
#

Ideally the game would look at what the player is wearing/carrying/driving and do its best to mip objects other than those

#

even scope reticles mip sometimes. I remember some time BI added 4k reticles to a few of the optics and there were bug reports on the forums from people who had horrible blurry crap to look at because they didn't run the game on V-High or above

mellow star
#

in other news, have just cracked the parallax issues my terrain shader was having

nocturne lake
#

I think they're back at 2k now

severe rune
#

How familiar with the paa format are you PAA format is quite simple. I already sent you code that does it. Just need to replace one line of code to load seperate textures per mipmap. I think you can even have multiple 4k mipmaps, I thought about using that in my PBR shader for better env maps.
So technically you could say "Fu you arma, I'm gonna make all 16 mipmaps be 4k" But.. please don't ๐Ÿ˜„

explicitly splice in the lower mipmaps by adjusting lengths in the binary file Just unpacking full paa and repacking it is easier ๐Ÿ˜„

austere ridge
#

Does anyone have an Arma 3 environment map that works in substance painter? Would be super useful

grand warren
#

there is something around. i forgot who made it... lemme check

austere ridge
#

Oh wow! Thanks @grand warren

warm nexus
#

When doing retextures is there a recommended size that the pictures have to be? Specifically for clothing, vests, backpacks etc

severe rune
#

same as original

#

or higher or lower if you like

mellow zinc
nocturne lake
#

texture on that part of the model needs to be an alpha in the .p3d too

mellow zinc
#

Thank you trying that now

mellow zinc
#

Was a config issue. I had two hidden selections, but was only calling the first. Had to call the second to fix it.

maiden ember
#

Doing my first steps in texturing and right now i'm doing the rvmat for the hull and i dont exactly know how to achive the right "shine" for my hull

#

from this angle its pretty good

#

but when you face the sun

#

yeah, what do i need to adjust so that it doesnt burn my eyes off

silver gull
#

change specPower and specularity in rvmat (lower)

maiden ember
#

specular[] = {0.3,0.3,0.3,1};
specularPower = 100;

#

my settings rn btw

silver gull
#

try 1/3rd or 50% of that specpower

#

also really depends on the range in your smdi

maiden ember
#

i think i found my spot

#

at least for this model

severe rune
severe rune
#

I'll push new version today, with shadows (and the shadow lines fix) and dynamic lighting properly working.
I found out that you have to place some object with Super shader on it for the lighting to work properly. That's probably just because I'm hijacking a shader which usually doesn't obey sun lighting

severe rune
pale bough
#

just to be sure, which ones is PBR and which one is Super?

#

I guess left is PBR?

severe rune
#

yes left PBR

#

New shader is pushed to workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1720529762
With my bayonet example included. The shader name changed, see changelog.

I think ambient lighting is bad currently. the sun-shaded areas feel too dark, especially compared to super. have to somehow get ambient lighting into that

heavy dove
#

Does anyone have the worn combat fatigues template by any chance?

hardy atlas
#

This is the kind of work BI should be focusing on. Would for real make the game look 10 times better to have an officially supported PBR shader in game.

frozen blade
#

look, not really, itโ€™s a matter of lighting as well

#

convenience, yes 100%

acoustic dove
#

that would need whole game to be redone in order to make the PBR work , hey i wouldnt be against ๐Ÿ˜›

#

since supershader isnt that super anymore

hardy atlas
#

Yeah, I suppose what I really meant was dynamic lighting and support for PBR. Good shadows would really improve the game's visuals imo

drifting hill
#

hay i have a question about the texture making. How can i make a nohq texture to get a 3d design?

nocturne lake
#

Typically you bake it from a high-poly version of the model

drifting hill
#

And this means?

nocturne lake
#

You make a 3D model with all the details you want, using subdivision or dynamesh workflows to generate soft, smooth edges, producing a model that is several hundred thousand or millions of polygons

#

then you project this detail on to the low-poly game model using a process called "baking"

#

Whereby the 3D software samples the normal direction of polygons in the low poly model and compares it to the normal direction of polygons on the high-poly model that occupy the same regions of 3D space. The difference in direction is mapped per-pixel to the low-poly's UV space to produce a 2D image that is the normal map

#

but there are also programs that do conversion from 2D height maps. Where white is a raised feature and black is a cavity

drifting hill
#

I dont understand really how i can create these files. A guy created a 3d looking logo with the nohq without changing the model

placid thicket
#

yes

#

look up normal maps

#

in arma _nohq is a normal map

drifting hill
#

i know what it is but not how to make that

hardy atlas
#

Well the way you make it depends on what is is

#

are you making a normal for an existing logo?

#

where / what is the logo going to be used for in game? an object?

#

Photoshop, Xnormal, Substance painter, marmoset. All viable tools depending on how / what you want to make/bake a normal map.

severe rune
#

I'd probably use substance designer for it. Just take a heightmap of the logo and use designer to turn it into a nromal for me

celest obsidian
#

You can also use Substance B2M or Materialize ๐Ÿ˜ƒ

mint ingot
#

Hey, I wanted to see if there was any example or formats one could possibly go off of to make a selectable texture for a vehicle via config? (not directly applied or made separate, but an option, an example being in the Virtual Garage's texture chooser for set vehicles).

I've been having trouble adding another texture (that can be chosen in the virtual garage) to a hummingbird and making it a separate mod for a mission I'm makin' for some buds.

Thanks in advance!

mellow star
#

Just DL a mod that does the same thing (bound to be several) and see how their config works.

stiff pendant
#

What's the biggest texture size arma 3 can handle with?

silver gull
#

4k

stiff pendant
#

does it support 4k?

#

Great !

#

thanks

nocturne lake
#

Aparently only shows at 4k when running "Ultra" Texture Detail setting

stiff pendant
#

so if I texture an object with 4k texture, it won't load the texture for some players?

nocturne lake
#

No, they will see the texture but a mipmapped version

#

and the half sized mipmaps are not as nice looking as something that was saved natively at 2k

wet sonnet
#

And what do you plan to do with 4k? I hope not buildings ;P

stiff pendant
#

A very complex object

#

๐Ÿ˜„

lone oxide
#

How would I test a custom texture I've done for a clothing item?

surreal lance
#

Is an AO map usable in arma?

severe rune
#

yes

surreal lance
#

Ah I see with super shader, is it the Ambient Shadow?

severe rune
#

yes

surreal lance
#

Thanks

#

AS is suppose to only be in green channel like smdi right?

nocturne lake
#

You can save it black and white and the tools will get rid of info from the other channels so long as you name the texture properly with an _as suffix

surreal lance
#

Oh okay

stiff pendant
#

guys when you texture a complex object that consists of several materials, do you use only multimaterial rvmat or is it possible to use different rvmats for a simple object?

full quarry
#

you can use as many materials you want

#

but too many is not good for performance

stiff pendant
#

im talking about different rvmat matriels.. like if I want some parts to betal metalic, and some parts plastic, can I use different rvmats for this?
and another thing: is it ok to use 4-5 different uvmaps to texture a single object?

i'm asking this because I have this complex object and i want it to be fairly detailed, so I want to make several different uvmaps, that each one will have its own rvmat, instead of a big uvmap that contains all the object with a single rvmat

full quarry
#

you can yes

#

but that is a lot of textures/materials

nocturne lake
#

I'd say 5 is a bit excessive. Not many assets for the game have more than 3 unless it's a separate one for interior. Mosty 2 or less

#

But it's sensible to divide them up by the materials you plan to use. Metals on one UV map, dielectrics on another

stiff pendant
#

in this case is it advisable to use multimaterial rvmat?

full quarry
#

probably

stiff pendant
#

the thing is i never understood how people color each part with a specific color(red for instance) for the rvmat to work. it seems nobody talks about that

#

and isn't a multimaterial rvmat is supposed to use the uvmap of all the texture? so the details will be quite low isn't it?

nocturne lake
#

What kind of object is it anyway? A large structure? If it's anything like a building you should be using multimats regardless

#

If it's quite small, there's not much point

stiff pendant
#

that's the one

full quarry
#

it can use multimaterial

#

and you create a mask texture for it

#

either by some sort of generation method or by painting it by hand

#

and you then scale the different uv islands to your liking for the tiling texture uvset

#

Im pretty sure mondkalbs multimaterial tutorial goes through this so if you have not yet read it I recommend checking it out

stiff pendant
#

The texture in this approach is by using some kind of texture and just applying it to different parts of the object?

#

I'm asking this because I want to texture it using substance painter, and I think that contradicts the idea of multimaterial rvmat

full quarry
#

you can likely use substance to create the mask

#

but you have to first understand how the multimaterial works

#

in which the tutorial I mentioned helps

stiff pendant
#

Yeah I read this tutorial before. the thing is that I never tried this

full quarry
#

perhpas you should try it on some very simple object frist

#

like a couple of cubes

stiff pendant
full quarry
#

tiling textures that follow same power of 2 size restrictions as any Arma texture

#

and the different RVMAT stages correspond to different colors of the mask texture

stiff pendant
#

ok. so i've made a simple object and a simple mask. how do I define for the object to use my mask?

#

he doesn't talk about that in the tutorial

full quarry
#

the mask is defined in the rvmat

stiff pendant
#

uvSource="tex"
this line?

full quarry
#

nope

#

this is what youre reading right?

stiff pendant
#

Yeah

#

where is it says where the mask map is located?

full quarry
#

theres also at least 2 commented multimaterial rvmats posted on this channel that might help to sort out the different stages

stiff pendant
#

Alright i didn't see that lol

full quarry
#

searching for "multimaterial" probably pops them up

stiff pendant
#

ok i'll check that out

hardy atlas
#

#(rgb,1,1,1)color(0.5,0.5,1,1) this is the empty normal map provided on the wiki for procedural textures

#

should it not be

#

#(argb,1,1,1)color(0.5,0.5,1,1) ?

severe rune
#

now your alpha is 0.5?

#

or is it argb with the values being rgba.. That'd be stupid ๐Ÿ˜„

hardy atlas
#

Well I am questioning if just rgb or argb should be used in the prefix.

severe rune
hardy atlas
#

wiki says rgb

#

but it seems to throw some popups in places

severe rune
#

๐Ÿค”

#

Seems like it doesn't matter at all

hardy atlas
#

BI models seems to use argb too

stiff pendant
severe rune
#

Yeah doesn't matter

#

I A and AI are special, everything else is ARGB8888. no matter if you give it rgb or argb

hardy atlas
#

hmm okay thanks

stiff pendant
#

@full quarry any idea?

full quarry
#

did you assign the rvmat to the object?

stiff pendant
#

how do I do that?

full quarry
#

yes

stiff pendant
#

well I did

full quarry
#

I assume those textrures you have assigned to the different mask colors are different?

#

and also I assume the object has 2 uvsets?

stiff pendant
#

just different textures. and the object has 1 uvset

full quarry
#

needs 2

#

1 for the tiling textures, 1 for the normal textures

stiff pendant
#

what do I do with the second one?

#

ok

full quarry
#

I do ask that you read the tutorial

stiff pendant
#

alright

#

it works btw

full quarry
#

๐Ÿ‘Œ

stiff pendant
#

Is it possible to add certain "stickers" into a multimaterial?
i mean I have used multimaterial rvmat for my object, but there are certain stickers(signs,arrows and stuff) that I want to add to the object.
how do I do that with a multimaterial rvmat?

full quarry
#

MC map can work for that

#

or you have to make them separate

stiff pendant
#

what do you mean by seperate?
and if I make MC map that contains only those stickers, the rest of the MC map won't overlay the rest of the textures?

silver gull
#

use 2nd UV channel for MC map

blazing saddle
#

not sure if right place but how do i put a picture into my briefing?

warm nexus
#

In the load screen? Or in game on a board?

#

@blazing saddle

blazing saddle
#

in game mate

#

its for a cinematic in the briefing shot i want a picure of the compound on a screen

#

so ive got a picture oh compound its jpg put it in mission folder called it compound gone in game names a screen joes1 and put joes1 SetObjectTexture [0, "compound.jpg"]

#

i get a error saying canot find when i play the scenario

grand warren
#

check you paths

blazing saddle
#

how you mean sorry chris im new to this

grand warren
#

is your pic in the missions root folder (where the mission.sqm is), or in another, additional folder?

blazing saddle
#

root folder chap

mossy blaze
#

try .png or .paa

grand warren
#

this, but first try to add a color just to see if that even works:

this setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];

#

put that in the init field of the screen

blazing saddle
#

roger wait 1

#

yes sir, get a read screen

#

red*

grand warren
#

ok, that's something

#

convert to paa and try again

blazing saddle
#

how would i do that?

grand warren
#

nvm, jpg should work nevertheless

#

try
this SetObjectTexture [0, "\compound.jpg"]

blazing saddle
#

can i send you screen shot of the folder

#

still same

#

not let me send one for some reason

grand warren
#

Upload to imgur / hoster of your choise and post the link here

blazing saddle
grand warren
#

Do you have โ€œshow file extentionsโ€œ (or whatever it is called in english) in your Explorer active?

blazing saddle
#

not a clue

grand warren
#

Because i can see โ€œ.sqmโ€œ But not โ€œ.jpgโ€œ

blazing saddle
#

i have now

grand warren
#

ok, good. i just wanted to make sure the image is indeed a jpg

#

why is your mission folder called "~cinematic.malden"? i'm not really sure if arma can read "~" properly

blazing saddle
#

think it saved as that is self

grand warren
#

:think:

#

rename it, just for testing

#

(remove the ~)

blazing saddle
#

have done still no joy

grand warren
#

ffs...

blazing saddle
#

done it

grand warren
#

send me a friend request, the original pic and what screen you want to use

blazing saddle
#

thanks man

grand warren
#

ooohhhh

#

nice

#

what was it?

blazing saddle
#

for some reason there was 2 save folders for the mission one with the wiggly line

#

one with out dropped the image in the one with out deleted the other one realoded the scenarior and boom it worked

#

could i do that on a projector too or?

grand warren
#

could i do that on a projector too or?
uhm, what do you mean?

blazing saddle
#

in a old unit i was in they had a projector you could skip slides on it and it actually worked

grand warren
#

as long as the surface where the projector is projecting on has the option to set the texture, yes.
slide show needs config work i guess, no idea how to do that

blazing saddle
#

no worries mate appreciate the help! i really do

grand warren
#

np

warm nexus
#

There was a slideshow script if I remember floating around somewhere

mossy blaze
#

ACE slideshow module or just write your own

limber plank
#

alright im stumped

#

im working on a retexture for the Worn Fatigues (Kerry), and I can't for the life of me find where the p3d is located so i can set up the config

#

maybe i've been at it too long, but does anyone know where its located off the top of their head?

#

please @ me if you do

limber plank
#

never mind, i found it

#

its under independent: A3\characters_f_epb\guerrilla\ig_guerrilla5_1.p3d

quartz veldt
#

Hey fellow texture makers. I could need some help with the rvmat.
Iยดve read all BI documentations but i dont really understand it.

Do I have to apply the .rvmatยดs to the Custom LOD (in my case i just want to apply the _sa, _nohq, and the _smdi to my model)

Thank you.

severe rune
#

you have to apply it to your res lods

quartz veldt
#

which is the actual seeable LOD, right?

full quarry
#

yes

severe rune
#

if you want textures, you should put them onto the visible lod yes,
textures on invisible lods don't make much sense ^^ (generally)

quartz veldt
#

yes i know, but arma isso ununderstandable it might make sense to put a texture on an invisible LOD.^^

#

๐Ÿ˜„

#

is there any "default".rvmat?

severe rune
#

what u mean?

#

if you don't put any rvmat onto it, it'll get the default material

quartz veldt
#

a .rvmat i can change at my will and doesnt contain stuff i dont need^^
I know I could just copy one from any other model

#

a .rvmat i can change at my will and doesnt contain stuff i dont need^^
I know I could just copy one from any other model

full quarry
#

you need everything an rvmat has in it for it to work

#

depending what shaders the rvmat uses, the stage setup is different

#

in general the supershader is used in most things

quartz veldt
#

Ok, thanks

#

can i just delete stages i dont need?

full quarry
#

no

#

unless the shader does not use them

quartz veldt
#

ok

#

I just need a .rvmat with _as _smdi and _nohq

#

why isnt arma as easy as Unreal engine or any other engine^^

severe rune
#

You can either use default procedural textures in the stages that you don't need (see super shader wiki page)
Or find a shader which only has what you need, but switching between different shaders during rendering might be more expensive than just using one shader with dummy values

#

NormalMapMacroASSpecularMap for example, but you have to null out the macro stage

quartz veldt
#

so an example would look like this?

#

(where can i post pictures?^^)

full quarry
#

imgur and link here for example

#

also what are you making?

quartz veldt
#

ok thought i could just paste an image

full quarry
#

normal users cant

#

spam protection

#

yeah that would be a solid example of supershader

quartz veldt
#

sry for all my questions, but this i so complicated and so much code^^

full quarry
#

it feels complicated in the beginning

#

what kind of thing are you texturing?

quartz veldt
#

its a speedtrap ive modeled for a friends Life project^^

quartz veldt
#

Finally done^^

silver gull
quartz veldt
kindred tinsel
#

Hi all, complete texture n00b here. I'm trying to make a road marking decal, no problems with the model, but are there any good tutorials or tips on how to make a convincing looking paint marking on a road surface that doesn't look like laser cut vinyl (as mine does at the moment) ? I've tried "dirtying" it with some noise and stuff but I can't seem to get anything good. Using GIMP as my editor,

full quarry
#

you can get reference images online and then try to mimic them

#

I dont think there is tutorial for something as specifc as dirty road paint

kindred tinsel
#

It was worth a try. Thanks for the idea!

vocal copper
#

i just found out that one of my models is semi-transparent.. texture has no alpha channel and is correctly called _co.

#

anyone knows what's up?

nocturne lake
#

Does the model have a significant portion that is _ca elsewhere?

vocal copper
#

no, not at all

#

it only uses one texture as well

nocturne lake
#

Is it _co.tga before you convert it to .paa?

#

renaming existing textures doesn't work

vocal copper
#

i exported it to paa from photoshop

#

i'll try the tga conversion

#

can the issue be in the model itself?

#

well shit. that worked

#

ok, lesson learned

#

thanks

nocturne lake
#

the photoshop plugin is uselessly out of date

#

it doesn't format .paa correctly for Arma 3

vocal copper
#

yeah, i have it since like.. i don't remember how many years

pale bough
#

Hi, I'm reskinning some guns and I was wondering if anybody knows how I can view what rvmats the model uses, and in what order.

full quarry
#

If a weapon has retexturing enabled AKA hidden selections enabled then you would see the used textuers and rvmats in the weapons config

#

not sure what you mean but the order though

nocturne lake
#

rvmats aren't usually listed in the config (since hiddenSelectionsMaterials is mostly useless)

full quarry
#

isnt the default ones listed in config?

nocturne lake
#

no

full quarry
#
        class srifle_GM6_camo_F: srifle_GM6_F
        {
            author = "Bohemia Interactive";
            _generalMacro = "srifle_GM6_camo_F";
            baseWeapon = "srifle_GM6_camo_F";
            scope = 2;
            displayName = "GM6 Lynx 12.7ย mm (Camo)";
            picture = "\A3\Weapons_F_Bootcamp\LongRangeRifles\GM6_camo\data\UI\gear_gm6_X_CA.paa";
            hiddenSelections[] = {"camo", "mat1", "mat2"};
            hiddenSelectionsTextures[] = {"\a3\weapons_f_bootcamp\longrangerifles\gm6_camo\data\gm6_csat_co.paa"};
            hiddenSelectionsMaterials[] = {"", "a3\weapons_f_bootcamp\longrangerifles\gm6_camo\data\gm6_csat.rvmat", "a3\weapons_f_bootcamp\longrangerifles\gm6_camo\data\gm6_plastic_csat.rvmat"};
            deployedPivot = "bipod";
            hasBipod = 1;
        };```
nocturne lake
#

the GM6 and the M320 are the only two cases where it's used on a weapon

full quarry
#

ah

#

that would explain it ๐Ÿ˜„

nocturne lake
#

and it has all the bugs associated with hiddenSelectionsMaterials

full quarry
#

well then Mikeros Eliteness can read p3d info

nocturne lake
#

don't even need that, you can just open the .p3d with notepad and search for .rvmat strings

full quarry
#

eliteness shows them in neater way

pale bough
#

I need to know the right order so I can apply them correctly in hiddenSelectionsMaterials

#

custom rvmats that is

full quarry
#

That I dont think you can see anywhere

pale bough
#

so I'll have to experiment then I assume?

full quarry
#

well the selection order is in the hiddenselections array

#

hiddenSelections[] = {"camo", "mat1", "mat2"};

pale bough
#

thing is the gun I'm looking at, the mk200, has 6 rvmats

#

and 3 hiddenselections

full quarry
#

but do not that custom materials can be very buggy

#

usually you just change the texture

#

not materials

pale bough
#

thing is the grip and rail cover on the mk200 shine like gold

#

so I need to change the rvmats

dense peak
#

hi im trying to make a transparent texture, but no matter what i get a white outline when it gets superposed onto another object. im using a 32 bit tga with alpha mask, i also have a black background layer in the texturing tool, what do i need to do to get rid of it ?

white cargo
#

are you using _ca suffix?

full quarry
#

have you sorted the face on top in OB?

#

does it have a rvmat and what shader does that use?

foggy torrent
#

@pale bough abandon hope since camo selections on mk200 are fucked

#

one camo selection has 3 different rvmats so it's impossible to switch rvmats on it effectively

#

funny enough I've changed rvmat it has few days ago so it doesn't have that bronze shine

#

didn't want to fix those materials though

pale bough
#

nah already fixed it, sort of. hiddenSelectionsMaterials apparently simply makes each camo selection use the 1 rvmat you specify, replacing the original 3, so I just had to tweak the rvmats so it looked nice on all bits that they each affected, and bob's your uncle.

warm stag
#

..surely Bjorn Stronginthearm is my uncle

pale bough
#

what?

#

oh nvm I get it now blobcatwinktongue

dense peak
#

nvm, i managed to fix the issue in a somewhat strange way

full quarry
#

well what did you do?

#

@dense peak

dense peak
#

before the visible texture was a pixel or so larger then the alpha map in the tga

#

all i did was expand it so the alpha was larger then the visible texture part

#

that gave me a much better result but the white outline was now part of the diffuse

#

so i filled the space around it with a color similar to the texture part thats supposed to be visible and that worked

#

strangely enough filling it didnt work before tweaking the alpha this way

full quarry
#

you likely did not have fully black and white alpha channel so there was blending

#

one other way could have been saving it as _CO with the alpha layer so it gets 1 bit on/off transparency

#

instead of the smooth transparency _CA offers

dense peak
#

huh i didnt know that difference between co and ca, thanks

full quarry
#

typically _CO is just for non transparent textures

#

and _CA for transparent ones

#

transparent and non transparent surfaces should not be mixed either

#

BI wiki contains pages that explain all the suffixes

maiden shard
#

hey does anyone know where i can find some skyscraper assets? Im working on an urban map

full quarry
#

there are no good scyscraper assets

#

you probably need to make your own

maiden shard
#

oh damn okay lol

grim prism
#

Idk if this is the place to ask but regarding a good free texturing platform what would you guys recommend

#

This is for several games Arma,Gmod etc

grand warren
#

Take on Helicopters has skyscrapers

silver gull
#

arent they just blocks with windows painted on them?

white cargo
#

most of them

#

I've looked at the source models, they're terribly inconsistent in detail

#

one skyscraper can be like 500 faces while a small apartment complex can be 5000 faces

grand warren
#

Most of them suck, but that's the only proper source of skyscrapers for arma i know of

dense peak
#

Hey texture people ๐Ÿ˜ƒ i need a little help .. anyone able to hook me up with a tutorial (if there is even one ) for texturing roads ? I know how to get the .paa converted and all .. just dont know how to actully texture the roads. Currently im using gimp and honestly im flying blind here ... anyone able to point me in the right direction ?

full quarry
#

If Google does not yield how to texture road tutorial then there is none. What you need is more throughout practice on how to use your tool and how the different parts of it work so when you come up with something you want to make you know what tools to use for it.

#

Usually you can't find tutorials for something that specific

#

If you look at Arma road textures as example you should be able to deduce how they are made

still ibex
#

is there any guides/tutorials on how to make ti textures? cheers

full quarry
#

other than that I dont think there is

still ibex
#

cheers

feral crag
#

Hello, comrades! Have anyone got a link to a vbs themal map texture guide? Cant find it in my bookmarks, but is was preety useful

feral crag
#

Hey, guys, is rvmat completely baked into the binarized model? I have removed rvmats completely and looks like that nothing happened, which is very strange

full quarry
#

no rvmat is separate

#

what is it youre trying to do?

feral crag
#

well, i have old addon of tank which have no ti map, and i have drawn them, but when i edit rvmat i see no change

#

i have even tried to define hiddenselectionsmaterials but it doesent seem to change anything

    hiddenSelectionsMaterials[] = {"\Burnes_Challenger\data\PH\challenger2.rvmat","#(argb,512,512,1)r2t(rendertarget3000,1.0)","#(argb,512,512,1)r2t(rendertarget66,1.0)","\Burnes_Challenger\data\PH\challenger2turret.rvmat","\Burnes_Challenger\data\PH\challenger2HULL.rvmat","","","\Burnes_Challenger\data\PH\hatches.rvmat"};```
#
{
    texture = "Burnes_Challenger\data\PH\challengerV2_hull_ti_ca.paa";
};

ambient[] = {0.9999999,0.9999999,0.99999994,1};
diffuse[] = {0.9999999,0.9999999,0.99999994,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.28044415,0.28044426,0.2804441,0.2};
specularPower = 60.6;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
    texture = "Burnes_Challenger\data\PH\challengerV2_hull_nohq.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
...
full quarry
#

well for starters your _TI texture is not supposed to be a _CA texture

feral crag
#

wow

#

but it have alpha channel

#

i also see the same in rhs

class StageTI
{
    texture = "rhsusf\addons\rhsusf_m1a2\data\rhsusf_abrams_hull_ti_ca.tga";
};
full quarry
#

ยฏ_(ใƒ„)_/ยฏ

#

afaik TI is its one suffix

feral crag
#

BUT it have tga texture extention

full quarry
#

but dunno if you can inject it like that

feral crag
#

also back in the arma 2 days when i was crunching my addons i think i used tga too

#

ill try that anyway, thanks for the tip

full quarry
#

the binarization should convert .tga to .paa

feral crag
#

yep, and thats why i asked about the baking into the model

full quarry
#

path to rvmat is baked

#

so does the original rvmats have TI stage?

#

that might be essential too

feral crag
#

no, it have another mode, only 3 stages

#

so i had to change shader to "super"

full quarry
#

then thats probably the issue