#arma3_texture

1 messages · Page 36 of 1

feral crag
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And rename some stages, i.e. specular stage was stage 3

full quarry
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I assume you have all the stages in your supershader rvmat

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and you did not just pick some of them

feral crag
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yep, i have all to env texture

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i have just copied structure from rhs rvmat and kept the proper file links

full quarry
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it is possible that when the model is loaded in game its locked to use the shaders it is binarized with

feral crag
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yea that would be really unfourtunate(

full quarry
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indeed

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supershader has been the go-to shader for long time now so it is very rare to see any others used

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quite odd choice not to use it

wet sonnet
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rvmat is baked into model during binarization

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and left binarized side by side with model for ref

feral crag
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oh no, themalmap is down

full quarry
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oh that would then explain it

feral crag
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by the way, have anyone got burnes challenger mlods? I have seen a mention that some time she was sharing it with community, but lately had removed

full quarry
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If they were removed by the author I would think its against her wishes to use them

feral crag
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yes but what if i do not upload it anywhere

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just play with my friends

full quarry
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its already shared with your friends

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you should take the question to the original author

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no one else can you give permission

feral crag
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ok may be you are right

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we dont have the model anyways

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looks like i can edit the existing thermal map of backpacks and stuff on the back of the turret and use it instead of engine heat signature))

silver gull
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for anyone who has a substance subscription or substance source points to spend ...
they recently added a lot of new sickness/imperfection related textures for human (or semi-human) characters. Skin crust, nasty scars etc.
https://source.substance3d.com/assets?recent=true

twin bane
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"Flesh Carbonized" - Fantastic.

frigid escarp
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probably lack of ItemInfo subclass HST definition

severe rune
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!purgeban @dense peak 4d spam, crossposting

bleak bearBOT
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*fires them railguns at @hardy forum* Ò_Ó

hazy relic
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Hey, Is there a tutorial out there for how to make a custom face mod, the code part not the texturing.

severe rune
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Look at the values in CfgFaces
I think you want to add one in CfgFaces>>Man_A3

hazy relic
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Yeah I just want to hang myself for starting this project to make 1 face into a mod

crude dragon
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I am trying to cut the graffiti from the background but after a couple of hours, can't get it to go on a wall without it. Any tut's rec'd? This has got to be easy but jeezopete!

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tried using Gimp, P3d Paint

full quarry
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trace selection by hand and paint it over on another layer

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I dont think that original is good to use becasue it has the wall texture embedded into the graffitti

crude dragon
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In P3d, the program very quickly cuts the image from the background. If I make the background transparent, it still doesn't show the background of the wall I am trying to place on

full quarry
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are you using correct suffix for the texture?

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also you may need to add a rvmat to it for the transparency to work properly

crude dragon
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apparently it needs to saved as a png....then converted to paa,.....still dinkin around with it.

full quarry
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png or tga

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they both hold alpha channel transparency data

crude dragon
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good to know

fluid oak
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Good day. Tell me please how to make a texture _mc.

nocturne lake
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Make a texture. Add alpha transparency depending on where you need to see the background _co underneath or not. That's it

mellow star
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Out of interest, what's the use case for an _mc texture (rather than just applying it to the diffuse)?

fluid oak
nocturne lake
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Well it looks like that was baked to a UV set by some other program

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but I have no idea what it's supposed to be besides a few green splotches on a heap of UV islands

fluid oak
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Thank you, da12thMonkey! Is it possible to replace this type with the one you mentioned above? (And if you can send a visual example for clarity)

nocturne lake
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The file you have should be an example of it. Convert it to .tga and check the Alpha channel. You should see a black and white mask that shows which parts of the texture are opaque and which are transparent

fluid oak
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Thank you, da12thMonkey!

full quarry
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@fluid oak that is the tree "lightmap"

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it works a bit different from normal MCA map

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for future, it is always best to describe what you are actually doing instead of asking too general questions so you can get help on the specific issue you have

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these should help you

fluid oak
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Many thanks to you, HorribleGoat. This is exactly what I was looking for.

frigid escarp
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is there a way to turn a texture transparent with setObjectTexture sqf command (and procedural textures or otherwise) - or does the model have to be set up in a specific way in the first place (properties/rvmat/etc)?

severe rune
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the models stores a "transparent" flag on the face

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if that's not set, the engine probably doesn't do alpha calculations

frigid escarp
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any downside making a face having the transparent flag even if not used? like performance impact?

severe rune
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Well ofc performance impact

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Calculating transparency is more expensive than just assuming that every face is opaque

frigid escarp
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and how do you set the flag - only by assigning a ca tga with alpha channel?

severe rune
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Don't know if you can manually set it

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it's set on binarization depending if the texture has alpha

frigid escarp
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ok ty

frigid escarp
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{ _vehicle _x; { _vehicle setObjectMaterial [_forEachIndex,"A3\Structures_F\Data\Windows\window_set.rvmat"] } forEach (getObjectMaterials _vehicle)} forEach vehicles;
{ _vehicle _x; { _vehicle setObjectTexture [_forEachIndex,"\A3\Structures_F_Mark\VR\Targets\Data\VR_Target_pattern_CA.paa"] } forEach (getObjectTextures _vehicle)} forEach vehicles;```
fading shard
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It may be a bit of a stretch but does anyone have or know the Livonia camouflage colours? I've been messing around with a few combinations but can't seem to get them just right

wet sonnet
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Well...

fading shard
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I assume that is in response to my question, I know the DLC is not out yet but some people may have their own textures going which match the colours.

full quarry
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@frigid escarp im curious whats the use of the above setup

frigid escarp
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@full quarry do you know the VR versions of a few samples vehicles by BI for garage mode?

full quarry
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yes

frigid escarp
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@full quarry so basically both for debugging/testing, but also for player understanding and tutorials a damage model portray display

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above is just a simple test to make the models somewhat translucent/transparent to see also the inner components (some still to be defined)

full quarry
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did you make all the vehicles use CA textures to achieve it?

frigid escarp
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seems not necessary with that rvmat

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we were surprised, but it does work with this one somehow

full quarry
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could be the noZwrite flag

nocturne lake
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I think the green-grey is darker in reality though

fading shard
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Thanks mate, that Palate seems to look a bit better than the colours I was able to get off that image

nocturne oxide
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I am loading the JPG on Textureviewer to convert to a PAA it just says error loading, any help?

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I am new to retextures.

grand warren
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@nocturne oxide
arma 3 tools ImageToPAA

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don't run it via arma 3 tools, run it from the install folder

nocturne oxide
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Oh! ok thank you

grand warren
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o7

full quarry
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also jpg is bad format to transfer textures

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it creates bad artifacts

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preferably work with TGA

dense peak
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Hi,
I am workin' on a retexture mod(default arma stuff) and I decide to re-write my configs from config.cpp to multiple header files. I finish some new textures and write the configs, but when I open Virtual Arsenal, I don't see texture nor model.

silver gull
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@severe rune @mellow star
idk if you have/had it on your radar already, but when looking at shader twiddling- supershader still cant handle 8bit alpha properly https://feedback.bistudio.com/T85685

full quarry
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@dense peak that usually means you have a error in the configs. Have you used addon builder to pack the new addon? Have you set up P drive properly?

severe rune
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Receiving shadows or not is in the engine itself, not in the shader

silver gull
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hm damn

dense peak
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I packed it with pbomanager

full quarry
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that would be your issue

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pboManager is not for addon building

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at most you can pack missions into pbo with it

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nothing else

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I would suspect your tools setup is not correct either

dense peak
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Arma 3 tools?

full quarry
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the first 2 links

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and if you really want to get stuff to work, use pboProject from Mikeros tools to pack your things

dense peak
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I have a3tools

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lemme just setup P: drive

full quarry
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@dense peak you dont have them set up the correct way. pls do both links

mellow star
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@silver gull Not a fix for all the possible uses but, for the example of track textures, did you try RenderFlags; AddBlend NoZWrite?

maiden ember
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Really not into texturing and i'm scratching my head at this:

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Any idea what its causing that

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its something to do with the RVMAT

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but im not sure what

full quarry
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@maiden ember what does your normalmap look like?

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does the vehicle have custom vertex normals?

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if you apply a flat procedural normalmap to yhe rvmat what does it look like then

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a3\data_f\ has a basic supershader.rvmat

nocturne lake
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normal maps will do that when they're not properly formatted too. Need to call it _nohq before converting to .paa in those cases

maiden ember
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тхис ис мъ нормал мап

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custom vertex normals?

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aaaah yes

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this is my normal map:

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hmmm, i didnt know that about the _nohq

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im going to give it a try

maiden ember
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i see

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I didnt know that it affected the formating

full quarry
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good that you do now 😄

slate totem
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Did I see a substance painter shader that's reasonably close to Arma somewhere, or am I losing it?

severe rune
slate totem
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Thanks!

obsidian nimbus
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Are some of the jeeps (MB 4WD) supposed to have matte colors?

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the syndikat vehicles are appearing to have flat non-reflective colors and I am wondering if it's an issue with using hiddenSelectionsMaterials since I have had trouble with that in the past

nocturne lake
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Sounds like hiddenselectionsmaterials to me

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It doesn’t really work much at all

obsidian nimbus
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yeah turns out I had the hiddenselectionsmaterials pointing to the default materials and that messed it up

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I really wish they would fix that

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only way I have been able to get it to work consistently is by creating a model with the textures and materials and preload them

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but that isn't ideal, because of vram and such

vivid sentinel
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Uhm, anyone have an idea as to how my texture .rvmats got randomly binarized in my data folder?

frigid escarp
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@vivid sentinel you can use deRap to make them plain text again

vivid sentinel
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Yeah, just weird that it happened

west aspen
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How do i go about retexture the A-164 in arma 3?

frigid escarp
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@vivid sentinel maybe interrupted binarization process

mortal path
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do somebody know how creat camouflage net ?

unique charm
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Hello! I was interested in such a question ... is there a difference when creating a mod using one texture library for models or putting textures in the date folder in the root of the pack with the models. Example:
Option 1.
mymode_textures
my model_model
Option 2.
my mode in it is a folder of textures and models

obsidian nimbus
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I noticed that the original armed speedboat textures for the independant faction are now a digital camo, when before they used to just be a solid grey, with no camo. I still have the original textures, which are far better to use for retextures since they don't have any camo pattern

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So my point is, does anyone need them?

warm nexus
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I'll use them @obsidian nimbus

obsidian nimbus
warm nexus
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Much appreciated

dense peak
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Can anyone give me Texture templates for RHS M88 uniforms and SPCS plate carrier

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*carriers

frozen blade
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there isn’t such a thing

versed meadow
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Anyone know what could be causing my texture to warp in this certain spot?

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I had this issue before when I was putting a 3d model of a car in game and I was able to fix it because I was putting the model in, but this is an arma 3 car so I'm not sure what I should do yet

fading shard
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I could be wrong here, but It looks to be the way the texture is mapped to the model I don't think there is anything you can do but adjust it in the texture to look odd so it looks correct in Arma

dapper spindle
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Probably been answered a 1000 times already....but, why are there no hiddenSelections for vanilla suppressors?

full quarry
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theyre proxies.

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oh but yeah possibly you could make new classes with differnt textures

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but likley beacuse there has been no need

dapper spindle
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Thanks. ^^ the main reason i ask is, the Contact weapons/attachments that have been added to dev branch are nice, but the suppressors have no "Old" variants whereas the optics do. 🙁

foggy torrent
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@full quarry he won't be able to do it without source files

full quarry
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yeah I meant if there were hiddenselections it would be possible

severe rune
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oh but yeah possibly you could make new classes with differnt textures
🤔 I once made 3 color variant suppressor. I used 3 different p3d's, don't remember why
I probably didn't even try hiddenSelections

foggy torrent
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accessories are proxies and hiddenSelections are not working on them

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each camo variant of scope is separate p3d

dapper spindle
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If that's the case then, any plans to introduce an "Old" variant for suppressors? The default black variant looks to "clean" when attached to the Mk14's, really spoils the overall look.

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@severe rune Any more info on how it's possible to create a new colour variant for a suppressor without hiddenSelections?

severe rune
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Well, Make the suppressor model yourself ^^

dapper spindle
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Ah i see. nuff said.

grand warren
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well, ded is not wrong tho...
a suppressor is one of the most basic and easiest geometrical forms to do in any 3d software, so the perfect object to start modeling with

wet sonnet
severe rune
distant rose
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reyhardToday at 12:21
accessories are proxies and hiddenSelections are not working on them

would that be a difficult thing to implement on your side @foggy torrent ? i can think of a few use cases where retexturing proxies would be beneficial rather than creating more unique p3ds

foggy torrent
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@distant rose It's rather quite complex task to execute properly

severe rune
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Need to hire a programmer for it? 😏

distant rose
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yeah i'd imagine some sort of nested arrays to configure and target them e.g. hiddenSelectionsProxy[] = {{"proxy1","selection", "texture" }, {"proxy1", "selection", "texture"},{"proxy2", "selection", "texture"}}

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and the same with hiddenSelectionsProxyMaterials 😄

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also more steps to potentially go wrong, but for people modding mods it could be useful i guess.

full quarry
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didnt some proxies on vehicles take new textures if they are set up in the cfgNonAIvehicles or somesuch? and wrecks had something to do with that too?

foggy torrent
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well, yeah, but that's completely different thing

versed meadow
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@fading shard Nah I'm pretty sure you're right, thanks

somber pier
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Hoping BI actually rectifies all these texture proxy issues etc with Enfusion

full quarry
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Its not really an issue since they work as intended

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it is an inconvinience for modding though

somber pier
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Then why not just make a system that doesnt inconvenient anyone?

They're in the middle of making a brand new engine, they could at least make an even more streamlined and efficient system.

severe rune
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I think to remember that in Enfusion you can basically setObjectTexture per triangle
You can do lots of stuff already which will make things like this alot easier

foggy torrent
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@full quarry well, I wouldn't say it's working as intended since it's adding extra p3ds to maintain

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I really hope there won't be any issue with i.e. MK17 holo sight in future because right now I would have to update 6 p3ds with just different camos

severe rune
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You can script that can't you? Use one p3d base, and just let a script copy it with different texture paths

foggy torrent
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well, I can do it

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but most artist won't know about such possibility

severe rune
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Man it would be nice if we had a standardised build pipeline with scripting included.
"Copy this p3d file to here and execute this O2Script with these arguments on it"
"Then pack that into the pbo into that folder"
🤤

full quarry
primal spade
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am i good to ask how do i make ti maps in here?

full quarry
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It was discussed quite recently so you should be able to find the links that were thrown around with the channel historu search! @primal spade

primal spade
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found the stuff and it is nothing I don't know already. My issue is that even using

{
    texture="#(argb,8,8,3)color(1,0,0,0,TI)";
};```
the model comes up something like it is 50% heated
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@full quarry

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hold on i think i see what is wrong

full quarry
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what model type is it?

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TI works only on men and vehicles and tempretature values have to be set in model.cfg

primal spade
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it is a man model

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it should be using the default temp values

full quarry
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does your texture have alpha layer present

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thats whats used on people I think

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your 1,0,0,0 color would be transparent red

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soo it would not have heat at all?

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except in the sun

primal spade
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then what should it be set as? 1,1,0,0?

full quarry
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what is the goal?

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do you want it to show heat?

primal spade
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to get the left to be as bright as the right (dm)

full quarry
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probably you need to set up the alpha channel right for the texture

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have you tried 1,1,1,1

primal spade
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let me try

full quarry
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does it use any bare skin texture/material from the Arma3 man

primal spade
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no bare skin

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the armor is part of the uniform though

full quarry
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well you will need to paint it a proper TI texture

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the procedural one wont be very good

primal spade
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not too worried about that atm

cyan cloak
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anyone know how to texture a custom scope?

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or can link me to a tutorial?

full quarry
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scope is pretty much textured just like any other model

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dont think anyone made a how to texture a scope tutorial

cyan cloak
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but is there something special i have to do to the optic part? or is that handled in Object Builder?

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i.e. make it transparent

full quarry
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the sample scope should be useful to see how thats set up

odd crane
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does texture size have a huge impact on performance? Would it really matter if I had a 1024x1024 texture instead of a 2048x2048?

errant palm
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Nope

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2k is standard for most vanilla assets

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Just depends on how many textures are being loaded all at the same time

maiden ember
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hey lads. Any of you use substance painter? If so can you share an export preset?

errant palm
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@maiden ember hold on, starting it up now

silver gull
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@odd crane well depends. The most significant difference is that the texture takes ~4x the space on HDD and inside GPU memory when loaded. For one texture it doesnt matter. For 100 textures it does start to matter.

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and when everyone thinks "ah its just this one texture, i'll double resolution even if i dont absolutely need it" - things get noticeable - esp. if your gpu has not so much vram

odd crane
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Thanks for the advice. I'll upsize it to 2048x2048 since either way I still have to include this texture.

silver gull
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remember that rectangular size is also possible (e.g. 1024x2048) and when 1k is not enough but 2k too much its a good middle ground - although slightly less "comfortable" to scale to 1k/2k respectively

odd crane
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I'm working on a ship, 2048x2048 is never too big lol

mellow star
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has anybody ever experimented with uvSource values; pos, norm, worldPos, worldNorm

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and/or uvTransform properties which might make a texture repeat (rather than stretch)?

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BIKI (on uvTransform) "Offset, deformation or repeating of texture in given UV set."

full quarry
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Texture can repeat only if it is tiling texture

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Uv transforms 2 first params control x y scale of the texture

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Not sure if the pod, norm, worldpos work on objects

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I think they don't but that's just vague memory

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Multimaterial often uses divverent uvtransorm scales

mellow star
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k, thanks, will look for a multimat example

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DT textures repeat without any specific uvT values?

full quarry
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Well depends how you've set up the uvset that stage uses

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If you use the normal 1 tile layout then you won't really see any tiling unless you scale the tiling texture to repeat more

silver gull
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everything can use uv transform, it just wont look good in most cases...
for detail and macro map it can be used on supershader with tiling noise /dirt texture

mellow star
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so if i wanted a tex to tile 10 times in each direction (over the whole UV) i'd do something like Aside[] = {0.1,0,0}; Up[] = {0,0.1,0};

full quarry
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Mm no you'd put 10 in it

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It's multiplier

dense peak
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Can someone do me a quick favor

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I need someone to convert a PNG to PAA

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Texviewr and ImagetoPAA aren’t working for me

severe rune
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why are they not working?

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correct dimensions?

dense peak
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Idk someone just told me to put it in texviewer then save it

full quarry
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then likely not

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what resolution image is it

dense peak
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What should I do?

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Let me check later

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It’s a high one

full quarry
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then you get help later. 😛

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it does smell like youre not really doing stuff right here

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whats the purpose of the texture?

dense peak
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I’ll DM you it

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To make it a patch

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For my unit so our subdivision can have a patch

full quarry
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I dont need it

dense peak
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Been at it for 3 days now and I’m getting frustrated

full quarry
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what you need is to make it correct resolution

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and

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for a badge

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you use low resolution textures

dense peak
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And what would that be?

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Like everything but the image shows up in game.

full quarry
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arma works in power of 2 textures

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so 512x512, 1024x1024

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and so on

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up to 4k textures

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but you dont put a 4k texture on a badge

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thats just stupid

dense peak
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It is from off the internet so

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Here is my issue

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the .paa isn't working I'm pretty sure

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It doesn'tshow the patch in game but the name s there...

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No errors just the image isn't there

full quarry
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its from the internet so you edit it to fit the requirements

dense peak
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In Texviewer correct?

full quarry
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no

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in an image editing software

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like paint or gimp or photoshop

dense peak
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Like everything but the image shows up in game.

full quarry
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well what resolution is your image?

dense peak
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Figured it out

dense peak
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Nvm :/

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Still not working

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Image for patch still isn't showing

distant rose
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is this for squad.xml ?

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aka arma 3 units

dense peak
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No

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Custom

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I fixed it

distant rose
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ah because there was a thing regarding squad/xml/units that the logo was displayed for other clients but not the one using it at one point

dense peak
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Thanks @wild grail

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Changed it to 512x512 and it worked and look beautiful

sudden forge
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This will also help you @dense peak

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I've been doing my own tetxures and these two links have been a life saver

dense peak
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I can

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@left sapphire DM me

full quarry
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@sudden forge parallax map does not apply to anything else but terrain textures

dawn tree
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How is the resulting marker color calculated?
Is there an article somewhere?
I see that we have:
[r, g, b, a] color in the .paa file
then in the cfgMarkers class we have: color[] = {0,0,0,1}; or a different one
then I can also set the marker color through editor or setMarkerColor
How do I know what I get in the end?

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( I hope it's even the right channel 🤷 )

full quarry
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I think mostly the markers should be made as white/greyscale so that the cfgMarker color applies

dawn tree
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Yeah I think so too
1/2 of the mystery is gone: if "default" color is selected in the editor for a marker, it sets the color from the config, it seems.
And the resulting color, I guess, is the multiplication of the color of the pixel in the texture and what I set the color to through setMarkerColor, for each channel (r, g, b, a)

dense peak
#

Anyone got a good helmet template?

full quarry
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All of the helmets are different. you could check out the community template thread on BI forums

dense peak
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Hey guys, im new here but was directed here by a friend. Does anybody know how to export uvs from object builder to the power of two, 2048 x 2048 for example as currently they are exporting as weird resolutions . Thanks in advance ❤

full quarry
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I would suggest using some better program to handle uvs tha Object Builder

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what kind of weird resolutions are you getting?

nocturne lake
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Used to be easy, but for some reason the additional UV export settings disappeared from Object Builder

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Could try making a plain texture file in the dimensions you want, create simple cube in OB (Create\Box from the toolbar) and apply this texture file to both the mesh you want the UVs for, and the cube. Then filter by that texture in the UV editor and export.

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The cube should be automatically unwrapped to the full UV space and thus provide a boundary for the full 2048*2048 image

bitter linden
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Trying to get a plain texture of the AAF vehicle camo pattern

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Though not positive if there's one already out there

pale bough
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you mean the camouflage itself?

bitter linden
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yeah

pale bough
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boy have I got news for you

bitter linden
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just the plain pattern

bitter linden
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heyyy

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been crawling through google and the forums for a bit, but hadn't had any luck yet

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thanks

pale bough
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made it myself a while back and stuck it in the facepunch camo thread

bitter linden
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ah, rip

pale bough
#

facepunch was shut down pretty recently so yeah

#

probably why you couldn't find it

opaque chasm
#

Anyone know of a good resource for figuring out RVMATs? I've modified the "default" RVMAT to point to the new maps, but Bulldozer gives me a "cannot load texture \crye_jpc\data\crye_jpc_nohq.paa" error. The maps are .paa and converted from a png, made with substancepainter.

full quarry
#

possibly your tools setup is faulty and buldozer cant see the files

#

do the paa files open in texview2

#

how have you assigned them on the model?

opaque chasm
#

Yeah, they open in Texview2, and i'm assiging them with the face properties menu under the material option

#

not sure if that's the right way to do it though, still new with Objectbuilder - and Arma also doesn't see the material files when i package it all into a PBO

full quarry
#

it should be yes

#

if you open the mass material rename tool from the top bar tools menu are the lines there red or black

#

have you set up your P: drive with mikeros Arma3P?

#

and are you packing with PboProject form Mikero toolset?

#

or Addonn Builder

#

Or hopefully not PBOManager

opaque chasm
#

Lines are red - i've got a P drive, but haven't installed any of Mikero's stuff yet, just using addon builder.

full quarry
#

I would suggeset you run tools setup again according to PMC wiki tools and P Drive setup guide. The setup from Arma Tools is unfortunately often broken

opaque chasm
#

cool, thanks, i'll give it a go!

full quarry
#

the first 2 links

opaque chasm
#

Thanks for the help, that sorted it!

full quarry
#

👍

sly eagle
#

Hi everyone. I'm new here. Does anyone have a clear guide on how to get good results with smdi maps? The more I tweak, the more confused I become. I've also found conflicting information about them so I'm hoping someone here can give me straight forward answers.

silver gull
#

if you found a "to make gloss map, use specular map but inverted" advise -> that is bullshit

agile hazel
#

Good morning lads,is there way how to access backpack skins from dev branch?

#

I went thru weapons_f where backpacks normally are but contact backpacks ain't in it

full quarry
#

No the new textures are not yet accessible.

foggy torrent
#
  • since at least apex backpacks are in supplies_f_x addons
arctic geyser
#

kind of a random place to put this

#

but hopefully people here have experience with BankREv

#

I'm trying to retexture the map prop texture to add some markers but I can't extract default arma PBOs

#
Failed to convert 1 file(s)```
full quarry
#

yea you cant do that

arctic geyser
#

hang on

#

it did work

#

it put them in the default directory

#

even when i specified one

#

ahahaha all the buoy textures are mine

full quarry
#

you cant retexture the p3d though

arctic geyser
#

no but it supports custom textures

#

but i want the original one

#

oh wait it will say the path wont it

#

in the object properties

full quarry
#

explain from the top please, what is it you are trying to do

arctic geyser
#

it's worked now

#

extract the default texture (the part changeable in the object properties) from the whtieboard map object, then change it to add a marker

#

i could do the retexture from another map but i want the texture which is on the whiteboard by default

full quarry
#

ah

#

alright then

slim elbow
full quarry
#

If its is in vanilla unifrom then it cant be fixed by anyone else but BI

slim elbow
#

Its a Vanilla model, but I see it on all BIS models currently and I dont remember seeing it before, only reason why I asked

full quarry
#

no idea

#

but if its BI model maybe @foggy torrent can smooth it out

slim elbow
#

I'm opted into the development build so it might be that. But thanks for the answers @full quarry

full quarry
#

could be indeed!

#

Im on stable build so can you drop an example unit its clearly visible on? I might take a look later

arctic geyser
#

i think it's basically just a low poly artefact

#

which means that the lighting goes a bit weird

#

not smooth

full quarry
#

its hard marked edge on the model

#

it should be smooth shaded

wet sonnet
#

model name

distant rose
#

B_competitor_F, says in the image above @wet sonnet

wet sonnet
#

I don't see any hardedge in model

full quarry
#

thats what it looks like in the picture ¯_(ツ)_/¯

nocturne lake
#

Not some hard edge artefact in the _as bake?

distant rose
#

hm i just checked them all in editor, seem fine, also the image doesn't appear to be a camo used in the game, vanilla or with all dlc's, enoch included. so i guess some mod content

foggy torrent
#

I'm pretty sure that's just HBAO artifact when you set it to "Strong"

distant rose
#

interesting, might be with a specific combo of vid settings then, i just flipped my settings to hbao+strong and no difference

pale bough
#

you running any mods bacon?

mellow zinc
#

Is there a way to disable mipmapping on a specific object?

#

Currently have a large model (split into multiple p3d) and the mipmapping is making the textures "flow"

severe rune
#

might be a bad move, but you can strip mipmaps from the paa file 😄 (not that easy tho)
If the game can't load anything but the 4k texture, then maybe it simply wont

mellow zinc
#

Ignore the terrible..terrible...TERRIBLE texture but this shows what im seeing

#

see how it flickers?

severe rune
#

that texture looks very low res already, and I barely see flicker

mellow zinc
#

Its a multimaterial, thats not going very well atm

#

That shows it off better

full quarry
#

cant really be helped. Its just how the engine works

#

its not exactly meant for huge structures

#

Altough I dont think I've seen texture changes that big

#

have you tested it ingame instead of the editor?

#

editor does not work the same as player view in game

mellow zinc
#

Ill test that next

#

And its not really huge, its 80m segments

#

Its actually 10p3ds that spawn

#

well thats interesting...

#

Its like the texture suddenly goes giant

full quarry
#

perhaps somethig wrong with your rvmat

#

and 80m segments are huge in arma

mellow zinc
#

HorribleGoat was correct about the rvmat

mellow zinc
#

Alright getting to the root of the issue.
It appears that my mask is causing the multimaterial to flicker basically.
This is what my mask looks like

#

Anyone have a simular issue where a masked sections flickers like in my examples above?

slim elbow
#

@full quarry First sorry I was at work the last two days, second I opted out of the dev build and it fixed the issue, so I don't know what happened but it may just be a weird glitch. Take a look https://gyazo.com/64bb9ccd78b264bbd2c1412caee640ac This is just my opinion, but it looked like the nohq wasn't being applied so the hard edges of the model were visible, but I don't know why that would happen

full quarry
#

@mellow zinc what's the white part in the mask? Also might be good to get a bit more distinctive colors on it.

#

@slim elbow got to be something funky in the dev branch build. Let's notify @wet sonnet too.

wet sonnet
#

@foggy torrent

severe rune
#

Not the first time we hear about hard edges showing up 🤔

foggy torrent
#

@slim elbow are you using hiddenSelectionMaterials?

maiden ember
#

I'm doing the retexturability on my vehicle, I made all my camo_ selections and defined it, created the texture sources and everything but when i go in game the 2 options are there, but the texture doesnt change

#
        {
            class desert
            {
                displayName = "DAK";
                author = "23rd Panzer Division";
                textures[] =
                {
                    "\data\textures\hull\hull inftrack_sdkfz_251_1_c_hull_co.paa",
                    "\data\textures\drivetrain\tyre\sdk_251_9_c_texturing_wheell_co.paa",
                    "\data\textures\drivetrain\frontwheel\SDK_251_9_c_texturing_wheel_front_track_co.paa",
                    "\data\textures\drivetrain\backwheel\SDK_251_9_c_texturing_wheel_back_track_co.paa",
                    "\data\textures\drivetrain\sproketwheel\SDK_251_9_c_texturing_wheel_Sproket_co.paa",
                    "\data\textures\misc\shield\gunshield_sdkfz_251_1_c_mg34_shield_co.paa",
                    "\data\textures\misc\zelt\pbr - metallic roughness_zeltbahn_med(1)_co.paa",
                    "\data\textures\misc\tarp\pbr - metallic roughness_tarp_big(2)_co.paa",
                    "\data\textures\misc\antena\sdk_251_9_c_texturing_antena_co.paa",
                    "\data\textures\misc\doorhandels\SDK_251_9_c_texturing_doorhandles_co.paa",
                    "\data\textures\misc\jerry\pbr - metallic roughness_jerry_can(2)_co.paa"

                };
                factions[] = {"PZD23_vehicles_01_blue"};
            };
#
            {
                displayName = "Standart";
                author = "23rd Panzer Division";
                textures[] =
                {
                    "\data\textures\standart\Hull\PBR - Metallic Roughness_SDKFZ_251_1_C_hull(2)_co.paa",
                    "\data\textures\standart\WheelNormal\FrontWheel_SDK_251_9_c_texturing_wheell_co.paa",
                    "\data\textures\standart\WheelSprocketFront\WheelFrontSprocket_SDK_251_9_c_texturing_wheel_front_track(1)_co.paa",
                    "\data\textures\standart\WheelSprocketBack\WheelBackSprocket_SDK_251_9_c_texturing_wheel_back_track(2)_co.paa",
                    "\data\textures\standart\WheelSprocket\WheelSprocket_SDK_251_9_c_texturing_wheel_Sproket(2)_co.paa",
                    "\data\textures\standart\MGShield\PBR - Metallic Roughness_SDKFZ_251_1_C_MG34_shield(1)_co.paa",
                    "\data\textures\misc\zelt\pbr - metallic roughness_zeltbahn_med(1)_co.paa",
                    "\data\textures\standart\TarpGray\tarp_Tarp_Big(2)_co.paa",
                    "\data\textures\standart\Antenna\PBR - Metallic Roughness_SDK_251_9_c_texturing_antena(1)_co.paa",
                    "\data\textures\standart\DoorHandle\PBR - Metallic Roughness_SDK_251_9_c_texturing_doorhandles(2)_co.paa",
                    "\data\textures\standart\FuelCan\jerrycan_Jerry_Can(2)_co.paa"
                };
                factions[] = {"PZD23_vehicles_01_blue"};
            };
#
        {
            "desert",1,
            "standart",1
        };```
#

any ideas why it can be happening?

nocturne lake
#

do you have the eventhandler for it?

maiden ember
#

mnope

#

first time im actually trying to do it

nocturne lake
#

Needs this sort of thing class Eventhandlers { class BIS_Randomisation { init = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;}"; }; };

maiden ember
#

i presume this is for spawning the vehicle

#

but also when i try o change the skin in the arsenal, nothing changes

#

will this also fix that?

maiden ember
#

also um, i have a wierd thing with the track which i have no clue what it is

#

only happends when its moving

#

stationary is ok

nocturne lake
#

that looks like the UVs aren't animating in the correct direction

mellow zinc
#

Any ideas on what could be causing this/how to fix?
I was experimenting with the idea of just removing the mipmap data but have had no luck so far

distant rose
#

how many visual lods in the model?

#

it could be getting mipped so much because of a lack of lods, the lod cull is more aggressive since apex iirc

mellow zinc
#

Currently just the base LOD 0

#

and geo and roadway

distant rose
#

what does the mask look like for that piece?

#

i played your thing ^ back going frame by frame and there is something odd going on, but its pretty low res so cant make it out too good with everything being greys and blacks

mellow zinc
distant rose
#

why is there yellow in the mask?, usually RGB+Black

mellow zinc
#

Ask BIS that one. I looked at all their masks and tried to replicate

distant rose
#

what mask did ya look at? so were on the same page

mellow zinc
#

Arma 3\Jets\Addons\boat_f_jets\carrier_01\data

#

carrier_01_tarmac_01_mask

distant rose
#

oh wow one is a piece of art

mellow zinc
#

XD

#

Yeah looks like you give a kid water paint and a barrel of sugar. But these are the results that stopped the insane flickering i was having

distant rose
#

thats the only mask in there that is like that, the yellows and greens are probably far away enough from the blue range that they will both use the green map

#

and all the input mask textures are very similar

mellow zinc
#

not sure, but im pretty happy with these results

distant rose
#

well if its working, stick to the picasso 😄

mellow zinc
#

Just weird howdoing Hard RGB resulted in phasing floor

distant rose
#

yeah very odd,. maybe a Biminion could enlighten us tomorrow if they see this

mellow zinc
#

I figured it may be a size thing, but im in 80m segments which appears to go with the USS freedom p3d sizes

distant rose
#

yeah it might be, i made large structures before but never saw that happen

full quarry
#

The colors can mix and MM blends the textures together

#

@mellow zinc what resolution texture are you using on it?

dense peak
#

Is there a good image of M10 camo anywhere in the fucking world

#

I can't find it and I need it

#

(M10 camo is the serbian one, digital)

grand warren
#

... language ...

dense peak
#

I've tried to make a 10241024 texture by cutting 128128 pieces of RHS M10 uniform and can't make it, and when I use IRL images they don't fit with RHS vests

mellow zinc
#

@full quarry 2048

mellow zinc
#

For a Multimaterial, does it have to be a DTSMDI or will a normal SMDI suffice?

burnt sphinx
#

If someone is willing to teach on how to create textures and how to get started and improve over time, I will pay money.

#

Dm if interested

grand warren
#

there is nobody who will take you by the hand like a kid and teaches you stuff bit by bit... it's all about reading, trial and error.

  1. what are textures and what components do they have? --> google
  2. what software do i need? --> depends on what i wanna do --> google
  3. how do i use the software? --> software manual and --> google
  4. how do i get the texture ingame? --> google and the PMC wiki
  5. i failed at using google --> question your entitlement of existence
maiden ember
#

any ideas on fixing this, i coudnt find anything online about this

#

i know that the UV map is rotating the wrong way, but tahts about it

foggy torrent
#

tracks need to be in separate texture - you cannot have it on same sheet as i.e. hull

maiden ember
#

yeah they are seperated

#

this is how my tracks UV map lock like

#

well, they seem to be running down the track lenght

#

is it because i have the sides in there sawell?

foggy torrent
#

yes

#

track uv anim is going from only vertically

maiden ember
#

so i need to seperate the sides and the top of the track into diferent UV maps

foggy torrent
#

it should seamless so pattern can naturally repeat when moving up/down

#

no, you need to project those sides differently

#

so side of the track is one straight line

maiden ember
#

aaah i see

#

ty

slim elbow
#

@foggy torrent for the models I saw it on yes, it wasn't limited to to the project I was currently working on but it was also in the other mods where I hadn't seen the issue before

nocturne lake
#

@fading shard I updated the LDF vehicle colour palate. https://i.imgur.com/5dhxTAB.png This time I sampled by projecting the offroad texture directly to a dialog, rather than using screenshots from the Contact website where all the lighting and .rvmat effects are in play

fading shard
#

Oh sweet thanks mate!, I need to get back to that texture

#

I've been doing the C-130H for Unsung

fading shard
#

@nocturne lake I would put up some pictures of where I'm at but I don't have perms

distant rose
#

make an account on imgur, upload ya pics there, and you can share the url then

fading shard
#

Yeah I was just in the process of doing that thanks mate

nocturne lake
#

Redrawing all the panels and riveting? Fun!😄

trail venture
#

I'm planning to make a few retextures of some of the Arma 3 clothes... I'm want to create new items from them so not just "overwrite" the existing ones... are there any good guides/docummentations on this ?

#

the texturing itself isnt a problem just getting it into the game and runnning

#

nevermind just found out 😄

full quarry
#

Legit retexture can be done only via config and if object supports hidden selections.

#

Overwritten assets can't be shared and its quite bad way to do it to begin with.

#

Retexture things won't work as terrain objects though. - - ah you said clothes. Those should usually be retextureable yes.

#

Just so you are aware @trail venture

trail venture
#

are there any good libaries with seemless or high res camoflage patterns ?

cobalt vessel
#

how do i return the texture of an object that doesn't have any texture in it's config?

full quarry
#

@cobalt vessel getObjectTexture if the object supports hidden selections if it doesn't then you need mikeros eliteness to look into the p3d

severe rune
#

Let's play with the theoretical idea of making a Arma mod, that live-reloads a texture from a psd file.
You press CTRL+S in photoshop, or export a psd or png or whatever from substance painter, and the texture ingame automatically updates on next render cycle.

Would that be something people would drool about?

I guess a substance painter live-link might also be possible (like substance and UE4) but I haven't seen the internals of that stuff
Or just a scripted "replace this texture (internal filepath to paa) with a texture that you can find at this path on disk" allowing you to replace any texture, at any time, with whatever you want.
Would do that with an extension that grabs into the renderer and just force replaces textures

full quarry
#

Well filepatching almost does that already and is indeed super useful for testin out textures and rvmats.
Perhaps it's not as useful for retexture stuff though.

severe rune
#

what do you need for filePatching? restart the mission?

wet sonnet
#

For textures?

#

Nothing, they get instantly reloaded and rvmats too

#

Game just need to be in focus

pale bough
#

Heck yeah I'd love a live-reloading thing

#

I make reskins quite frequently and that would be an incredible time saver

dense peak
#

anyone got a good multicam texture set?

#

MTP or multicam that is

wet sonnet
#

@pale bough but it already works like that if you have diag exe and filepatching

vagrant lake
#

Is there any documentation how to do that ? Would be very useful

pale bough
#

Okay, how does one set up the diag exe and filepatching then?

severe rune
#

Ah okey if live reloading already works then no work for me 😄

pale bough
#

I mean, a live reloading mechanic that isn't so vague and works on the regular branch of arma would be nice

nocturne lake
#

IIRC all the filepatching stuff was taken out of the main branch because it's very easy for cheaters to exploit

severe rune
#

nope

#

Only change was to disable it by default

#

everything that worked before still works

nocturne lake
#

What about the commands to initialise the updates?

#

mergeconfig, resetshape etc.

severe rune
#

they are dev branch only

frigid escarp
#

diag.exe only (in dev branch)

white cargo
#

does _mc work on decals?

full quarry
#

what shader does your decal have?

#

Id suppose it should if the shader has MC stage

white cargo
#

haven't gotten that far yet, just checking if anyone here knows

pseudo hearth
#

Hello !
I go some .rvmat which contains paa files, the path to the paa file must be complete like :
myMission/rvmats/test.paa
or can I go rvmats/test.paa ?

full quarry
#

@errant latch the decal wizard might

pseudo hearth
#

Are rvmats preprocessed?

severe rune
#

tghey are configs. So.. they should be.
Never tried tho

pseudo hearth
#

Because I got rvmats, and it appears that I have to use full root path for poiting PAA in mission folder

#

so maybe I could have used preprocess commands to get the mission path

silver gull
#

also tried it (trying to set up some time savers for tweaking all rvmats of similar settings) but it didnt really work - idk if i was a dum dum or its just not working correctly

#

*long time ago

severe rune
#

might depend on the tool

#

for example armake didn't, armake++ does

#

If you have a good toolchain you can always manually run preproc before packing

pseudo hearth
#

@silver gull ok thanks for telling

odd crane
#

Would anyone know why a normal map would be correct on one model and inverted on another model, assuming the normal map is correct.

pale bough
#

is the smoothing or something maybe fucked up?

odd crane
#

no, but I figured it out. I'm using multi material shader and it looks like the uvs in one channel somehow got flipped

#

Yup, I screwed up. But I figured it out.

full quarry
#

👌 👍

placid thicket
#

Is this MM for your very nice warship

slim elbow
#

Hey guys I was wondering if anyone could take a look at something for me, I'm currently working on a retexture for a group that wanted dress uniforms, they decided that they wanted to use the CUP officer and policeman cap for the uniform. I have created the proper dependencies, but I am having an issue with the model of the policeman cap. I get no issues when I pack it with pboProject, but when I get it in game I get this error-- https://gyazo.com/0064b7c342f45b1d339fb8b2db5d7b94 -- If someone could take a look at my config and see if there is an error I have made. I would be very grateful. -- https://pastebin.com/e7pJL7dv --

full quarry
#

@slim elbow you have likely unpacked cup data wrongly on the p drive

#

If you compare to the original cup model path is it the same?

slim elbow
#

I just copied right from the CUP units so it should be the same but ill check

full quarry
#

are you running cup when you test it?

slim elbow
#

Yes I am, So maybe its a problem with how I'm extracting the cup data? I'm using mikero to extract right into my P drive, so the file is placed directly into my P drive. Is this a incorrect work flow?

full quarry
#

that should be correct way yeah

slim elbow
#

I thought I had an error in my path that I noticed. But I still get the same results when in game its throwing a 'cannot read p3d file'

carmine flame
#

@slim elbow are you double clicking the file? as that will extract as pboName/then/correct/path try using extractpbo "path\to\mod" P:\ in command prompt

#

that filepath doesn't look right at all cup_creatures_people_civil_chernarus\CUP\Creatures\People\Civil\CUP_Creatures_People_Civil_Chernarus

#

Pretty sure it should be cup\ at the start, an you have extracted with pboname first

slim elbow
#

@carmine flame You were right, I needed to get rid of the first bit, it'll load the model now but not the texture, Ill keep working on it and thank you the help

carmine flame
#

Glad I could help, I clicked in here by mistake 😄

limber basalt
#

So what is the consensus on 4k textures/mipmapping? I read a few posts that said it was fixed awhile ago but I cant find any reference of such a change in any changelogs

#

Ideally i'd like to give a 4k texture a go and would like to see where this change was introduced

nocturne lake
#

They still only show at 4K on ultra texture settings. Very High shows the 2k mip which is worse quality than native 2k

#

Only real change was that they don’t mip to really low 512 or whatever it was, straight away. But still remains that they do mip lower when VRAM is full, and don’t mip back up

limber basalt
#

Hmmm, might aswell stay to 2048 then

severe rune
#

"Very High shows the 2k mip which is worse quality than native 2k" unless you make the 2k mipmap manually instead of auto generated one.
Sadly there are no tools for that and I don't find the time to finish mine ._.

limber basalt
#

follow up question, how would a 2x1 uv mip down? If I have a 4096 x2048 should I worry about a harsh mipmap? Somewhere inbetween?

full quarry
#

have no exact data but since theres 4k component Id wager it will have same "issues" with lower quality settings

nocturne lake
#

I used 4096*2048 on one of my models and it behaves the same way as 4096^4096 with regard to mip levels

#

i.e. Very High texture settings shows the 2048*1024

sly sigil
#

Afternoon gents, apologise if this question has been asked, i'm not a frequent flyer within this discord. Is there anyway to access the GM uniforms for retexture?

frigid escarp
#

@sly sigil best to ask in the GM discord

sly sigil
#

Thank you for the direction!

meager meadow
#

I was wondering if anyone has a template for the rear cab of the new offroad already?

fading thorn
#

What is the command to get the texture of the vehicle you are looking at?

#

I recall it uses getobjectTexture and cursorTarget but can't remember the exact command

severe rune
#

getObjectTexture_s_ and cursorTarget are already two commands

#

there is no single command to get the texture of the vehicle you are looking at

#

Here's a script to do it getObjectTextures cursorTarget

meager meadow
#

Does that give the file path?

fading thorn
#

Its something you put in the watchbox

#

And yes it gives the path

#

@meager meadow

meager meadow
#

Ahh neat

#

Thank you

errant willow
#

Hey I have an image converting question that I am hopeful someone can answer. A friend and I are working on custom images. Our PNG of the image is 8MB and when we convert it to a PAA, it drops it down to 130KB. Other, smaller, PAAs we have converted have grown in file size - a 310KB PNG went up to a 586KB PAA. Any advice or suggestions on how to fix this issue? The massive compression is making the image quality very poor and destroying some of the detail we put in it

full quarry
#

Use TGA as transfer format and use the correct file name suffix policy before converting to PAA

errant willow
#

What would that be?

full quarry
#

On mobile so you will have to Google that.

cunning flare
#

Hey! Something in the packing process breaks the nohq's for my faces
https://i.imgur.com/QsEjSHd.png
https://i.imgur.com/q1ZFQst.png
Fist image is the mod in its local version, while the secound is the mod when its been packed
Not sure what is breaking it at this point, rvmat's and config is all set up correctly

full quarry
#

Is the texture in correct resolution and converted properly? While you say configs etc are set up correctly the above could suggest otherwise. Are you also sure it gets packed into the pbo? How are you packing the pbo? When you say local version what do you mean by that? @cunning flare

#

Do you have P drive development environment set up?

cunning flare
#

Textures are in the correct resolution, It does get packed into the .pbo, not sure what you mean by converted properly. Using a viritual envoirnment and not sure what my co-develouper used to do the final packing

#

He conveniently went offline just now so its not like I can ask him either

#

He is probably using Eliteness

full quarry
#

That does not quite sound right.

#

Pboproject would be the proper packing tool in Mikeros toolset

#

Would probably be best if you tell him to ask here when he comes online.

cunning flare
#

😅

full quarry
#

Also what resolution you use? And what did the local version mean?

#

And how is the face texture called on the character?

cunning flare
#

I use 1024*1024 resolution for the _co and the _nohq textures of the faces, they are named id_something_co and id_something_nohq

Local as in the way i playtest the mod, by quickly packing it without signing/binarizing it and loading it up as a local mod

#

The .pbo was introduced into the mod without any changes so it should be working as intended. Something in the packing process messed it up.

full quarry
#

How do you pack it locally?

#

@cunning flare

cunning flare
#

I use binPbo personal edition, and pack the .pbo in an addons folder inside an @folder

full quarry
#

That does not sound quite right either.

#

I would recommend using pboProject for all testing as it give you a lot of error debug info. I would guess your config paths are fubar and perhaps read the files from your local files and not from the pbo

#

99% quick tests like that end up poorly

cunning flare
#

Would that be an issue if the local mod isnt mounted when you launch arma though?

full quarry
#

I don't know what that means

#

Sounds like your workflow is not quite right.

cunning flare
#

Nice, that seemed to be the issue actually. Removed the local files from the launcher and the problems fixed itself. I guess its because rvmat uses paths differently from the config, because I havent stumbled across an issue with my workflow before now.

full quarry
#

Maybe you've been lucky.

cunning flare
#

Apparently

ivory ruin
#

quick question how do I apply a second texture to the same mesh, I have UVset0 and UVset1 but I dont know how to apply a second uv to the second uvset

fading shard
#

O_O ^

#

Imposter haha

ivory ruin
#

nahh you are

full quarry
#

You use uvset0 for all diffuse textures

#

Uvset1 is used in special cases in the rvmat material

dense peak
#

I've been reskinning the Y-32 Xi-an by placing the jpeg's in a mission folder and adding this to the vehicles Init in the editor:

this setobjecttexture [1, "VTOL_02_EXT02_green_CO.jpg"];
this setobjecttexture [2, "VTOL_02_EXT03_L_green_CO.jpg"];
this setobjecttexture [3, "VTOL_02_EXT03_R_green_CO.jpg"];```

It worked fine at first but when I tried adding a 5th texture it wouldn't appear at all, my first thought was there must be some limitation  as to how many textures you can have on a vehicle, so I removed the other 4 and tried just the one, which didn't work. Then when I went back to the working 4 textures they suddenly started appearing on all the wrong areas even though they were exactly the same as before when it was still working.

What am I doing wrong?
full quarry
#

Don't use jpg.

#

And no there are no limits if the vehicle is designed to have that many changeable textures.

pale storm
#

anyone got an explanation as to why texview is magically making my .png a larger file when converted to a .paa and crushing it. https://i.imgur.com/dgcBlB5.png

severe rune
#

wrong dimensions

#

each axis needs to be power of 2

pale storm
#

could you give the the correct numbers, ill just resize it

#

right now i have it at 2k?

full quarry
#

whats 2k for you?

#

see here

#

this isnt square

pale storm
#

yea lmao i just realized

#

i got it fixed

full quarry
#

also if thats a ripped car then 🚪

pale storm
#

nah m8 source

full quarry
#

source?

#

oh youre Anzus ppl

#

sorry but cant really trust your word on that

dense peak
#

Is there a relatively simple way to turn the CSAT hex pattern into one solid colour while preserving things like the rivets and wear behind it?

full quarry
#

no

#

unless you call manually doing it simple

dense peak
#

That sucks, every solid colour template I've found so far removes a lot of detail

full quarry
#

that does often happen

#

retexturing can be very difficult if there are no templates that have the details in different layers

dense peak
#

The tan and brown was really easy to get rid of and blend with the rest of the vehicle but unfortunately the dark green leaves a pixelated mess when matched up with the rest 😭

full quarry
#

that is the pain of retexturing

#

the original textures are made in totally different way and often not made retexturing in mind as that can be extra work there is no time for

#

some detail stuff might be possible to derive from other textures like the normalmap and ambient oclusion texture

#

but those may not be very simple processes either

#

good textures require skills and skills are aquired with practise can that takes time

pale bough
#

yeah the CSAT textures you gotta manually clean it up if you wanna use the original diffuse texture somehow

glossy crown
#

This is actually possible to put two multimaterial on the same model ?

full quarry
#

sure

#

just like you can have multiple textures/other materials on same model

wintry light
#

idk if this is right to ask in here or not but does anyone have the V PlateCarrierH CTRG template?

deft bolt
#

Mikeros tools and arma 3 tools both have an option to extract game data. Or if you know which addon its in (check a3 website its got a whole list of classnames and pbo names for each item in game) you can extract it from your steampath arma 3 folder

#

@wintry light

wintry light
#

this is what im looking for, cant find apex addons

#

how would i use arma 3 tool

distant rose
#

did you check in the a3 samples on steam?

pale bough
#

I don't think that vest has a template, at least not an official one

full quarry
#

might bet the case. BI forums has one or two template sharing threads I recall. could look there

wintry light
#

i have it installed now

full quarry
#

You need to create a new config for a uniform you want to retexture that uses your new files.

full quarry
#

Alright.

odd crane
#

Why is it every time I pack a pbo that include multi materials a good half of the mc textures don't show up on the model?

#

The .rvmat and textures are in the pbo, but they don't show

#

I'm using the hiddenSelectionsMaterials[] = {""}

odd crane
#

ok, so I figured out that the issue is that while the texture is inside of the addon folder for what ever reason whenever I start arma some of them don't load at one time or another

#

I figured this out by using the setobjecttexture command on random stuff. Sometimes the texture works, sometimes it does not, but why?

odd crane
#

Ok, think I figured out how to shoehorn the textures into ArmA.

#

yup, got it fixed

full quarry
#

@odd crane materials dont often apply properly if they are not present on the p3d when its binarized. So you probably have to set some parts of the object to use all the different materials for them to register properly

#

at least the problems with setObjectMaterial commands are related to this

odd crane
#

Well what's odd is different times I start up arma with the same pbo different _mc textures will show up one time or another. But I basically made a dummy object to shoe horn the textures into arma.

#

Seems to work

full quarry
#

Most of the time variants of things do not change the material,only the texture. For this very reason.

lyric lynx
#

What is the legality on taking vanilla textures and retexturing them?

#

first time messing with it, just wondering if i need to pay attention to certain stuff

full quarry
#

You are allowed to paint ovet the vanilla textures and make config classes for new variants that use them via hiddenselections.

lyric lynx
#

okay sounds good

amber belfry
#

does anyone use Photoshop to make normal maps?

#

Do you use the native function or a plugin?

hardy atlas
#

How does Multi Material compare to super shader in terms of performance? i.e. If I had a multimaterial with only one texture and the as etc how would this compare to a super shader model with a co and as

#

I would imagine it to be the same because the same number of texture files would be called. It would just be the rvmat being the difference.

bold kayak
#

Can I post screenshots of texture / map texture designs here?

#

For like feedback.

full quarry
verbal briar
#

I am finding a shine to my textures that I am working on for vanilla gear. What do I need to change in the RVMAT to correct this?

severe rune
#

specular

verbal briar
#

I would post a picture but dont have permission

severe rune
#

you can post links to pictures

#

but I think i already know what you mean

verbal briar
#

Ok so do I remove the line call spec

severe rune
#

there is a specular[] entry at the top

#

no notremove

#

lower the values

#

play around a bit

verbal briar
#

Oh ok I see what you mean. Thanks

full quarry
#

@verbal briar if you are using custom rvmat that might not always work.

#

So are you altering the rvmat textures or are you just using new texture and vanilla rvmat?

#

Also how are you applying the texture and material?

verbal briar
#

I have not altered the rvmat yet. Just using new texture and vanilla rvmat. I am using the hiddenselectiontexture to add new textures

full quarry
#

If you compare to the vanilla model is your more shinier or is it the same.

#

Because with the vanilla rvmat it should be same regardless what the color texture looks like

verbal briar
#

One sec and I will get a link to a pic

full quarry
#

Of course if the vanilla is too shiny to begin with then you need an alternate rvmat, but what I'm after is that is the vanilla rvmat loaded in your custom class at all.

verbal briar
#

I didnt change the rvmat that is being called on within the config, if that makes sense

full quarry
#

How's it look like next to the default one?

verbal briar
#

I will have set that up in editor when I get home

#

I will get back to you on that then

pale bough
#

It also depends a tad on how dark the texture is. Rvmat settings that look fine on a bright thing can with a dark texture easily look like vaseline's been slathered over it

verbal briar
#

Definitely got that vaseline thing going on....lol

pale bough
#

huh, I don't recall that vest ever having such shiny bits

verbal briar
#

Same

#

With do a side by side when I get home

verbal briar
full quarry
#

it seems there is same level of shine but your texture is just so so much darker that it looks to shine more

verbal briar
#

i am going to turn down the spec on to .5 and see what that does

verbal briar
#

So i am not sure if I am making the right changes to the rvmat. would someone mind looking at what i have done

full quarry
verbal briar
#

ok, one sec

#

and i called on the rvmat by
hiddenSelectionMaterials[]=
{
"ProLeg_Vests\data\tacvest.rvmat"
};

full quarry
#

yeah that sohould alter it, if you get the rvmat to load

#

the hiddenselectionmaterials is rather buggy though

#

hiddenselectiontextures works fine but the materials dont most of the time work if they are not present in the p3d on binarization

#

I think someone mentioned them working if they are put on a dummy object thats then loaded into the game

#

so that they get initialized by the engine

nocturne lake
#

They work okay on weapons now

#

Maybe other cfgweapons type things like vests, helmets etc

#

But only tested rifles etc

pale bough
#

I've never had much issue with hiddenselectionsmaterials, other than reacting weird with damaged or destroyed vehicles

verbal briar
#

well i guess i will just have to keep playing around with it

odd crane
#

Hey any Bohemia artists, what do you do to compensate for the different vertex normal angles in programs like 3ds Max and the VR engine when baking normal maps?

vivid escarp
#

Anybody got a good template for the vanilla tank crew helmet?

warm nexus
thick totem
#

How do i set up RVMAT's for a model i have implemented as a mod, I got the texture fine but i was told if i want the texture to look like how i want i need to RVMAT it, How does it work?

full quarry
#

RVMAT is the material file that dictates what shader and what shader specifc extra textures are used. There are numerous examples in the game files, and I recall quite a few topics on the BI forums. Most common RVMAT shader is the superShader which can use multiple different texture types like normalmap and ambient occlusion textures to enhance the rendered surface.

thick totem
#

?

full quarry
#

basically its a text file that points to different textures so that the engine knows where they area and can then use them

#

googling something like "Arma RVMAT" should get you started

thick totem
#

I found a yt vid of a guy walking through super shader, will this work with my specular and height map as well? It says i need to convert them all to paa but have different names.

#

Spec needs to be sdmi i think and diffuse co?

full quarry
#

theres a lot of written information about RVMAT

#

youtube videos might not be best place to start. therse only handful of them that actually are worth watching.

merry sphinx
#

i have a question ? how to retexture cbrn suits ?

full quarry
#

if they have hiddenselections you would need to create a new texture file you want them use and make a new config class that uses your new texture

#

so pretty much the same as any other retexture

merry sphinx
#

oh ok but we don't have template ?

full quarry
#

nope the textures are encrypted

merry sphinx
#

ok thx

lyric lynx
#

im trying to retexture the nato razorwire "Land_Razorwire_f" but other than the idap plastic crate i did before it doesnt have a specific texture listed in its config but seems to rather use the barbwire_a_ca.paa (which is a 30cm long razorwire piece textzure) over and over again spiraling. can i still just relace that with the setTexture global function with my own razorwire piece?

warm nexus
#

Try it

lyric lynx
#

yeah didnt work

#

tried to put on my crate texture for it too to see if it has any effect, didnt change anything

warm nexus
#

Check your texture path is correct

lyric lynx
#

if it would not be correct, it should just makeit invisible

warm nexus
#

Or do nothing at all sometimes

lyric lynx
#

also, whats the best way to find an objects .paa path?

warm nexus
#

Config viewer

lyric lynx
#

.. and then?

#

what line am i looking for since there is nothing listed sometimes

warm nexus
#

You'll just have trawl through it to find it

lyric lynx
#

and if there is no path?

warm nexus
#

🤷

#

Beyond me at that point bud, sorry

lyric lynx
#

kk

#

is there more than the "settextureglobal" function to retexture something?

warm nexus
#

This setobjecttexture

#

Might work, might not

full quarry
#

If the object is not configured for hidden textures then you can't retexture it.

full cobalt
#

Is there a way to hide the player's unit/chosen insignia on my suit? I made a heli pilot suit and I'd like to hide the insignia as it blocks a part of the texture and looks weird

full quarry
#

Probably not

full cobalt
#

That sucks :/

dense peak
#

anyone know when bi is going to release LDF camo samples?

warm nexus
#

Soon ™️

full quarry
#

*soon™

dense peak
#

does anyone have a vector file of swedish m90 camo i could recolour and use in the meantime?

#

nvm

#

found something useable

full quarry
#

👌

dense peak
#

ok

#

anti aliasing makes me want to kms

full quarry
#

?

warm nexus
#

What has that got to do with textures?

dense peak
#

most sample of camos you find arent done in vector formats

#

and most of them have anti aliasing at the edges

#

making recolouring it pretty annoying

#

but i found a website that does a pretty good job of vectorizing

full quarry
#

you can also reduce the colors to few basic ones

dense peak
#

oh

#

how?

#

im pretty new to the whole texturing thing

full quarry
#

depends what program you usen, but Id wager you might fing a guide for that

dense peak
#

ok so

#

i just found out how

#

i feel stupid

#

is there a way to get rid of these artifacts without manually drawing lines?

#

wait nvm

dense peak
#

quick version of the ldf camo i made using da12edmonkeys colour palette

#

zip contains the uncompressed image

oak cedar
#

Anyone have a unit patch template

trail venture
#

is there any update on when the pbo for the contact dlc are opened ? or when we can except the templates ? the contact stuff is the only thing missing for my retexture project

full quarry
#

No news.

#

@oak cedar the unpacked Arma data contains patches

trail venture
#

@full quarry except for some "tools" to unpack the ebo's i guess..... some contact retextures are already in the workshop...

full quarry
#

You can retexture things without the files.

#

And those tools are not legit option so no point mentioning such

oak cedar
#

I am having allot of issues understanding how to build and pack a mod like that

#

All the work I have done is missions and sometimes editing unit configs to fix things but never had to do one from scratch.

#

Trying to find good guides.

severe rune
#

you can just display textures in fullscreen and screenshot them off @trail venture

marble ether
dense peak
#

i have textures and i tried them via setobjecttexture in game

#

but i have no clue how to write a config

#

and the more i read about it the less i understand

dense peak
#
{
    class LDF_Tatra_810 {
            units[] = {};
            weapons[] = {};
            requiredVersion = 0.1;
            requiredAddons[] = {CUP_T810_Base};
    };
};

class cfgVehicles
{
    class CUP_B_T810_Unarmed_CZ_WDL;
    class CUP_B_T810_Unarmed_LDF: CUP_B_T810_Unarmed_CZ_WDL
        {_generalMacro = "CUP_B_T810_Unarmed_CZ_WDL"
        scope = 2;
        side = 2;
        Faction = "Ind_E_F";
        displayName = "Tatra 810 Covered";
        crew = "I_E_Soldier_universal_F";
        hiddenselections[] = {"camo1","camo2",camo3"};
        hiddenselectionstextures[] = {"cabin_ldf_co.paa","bed2_ldf_co.paa","undercarriage_ldf_co.paa"};
        typicalCargo[] = {"I_E_Soldier_universal_F"};
        availableForsupporttypes[] = ["Transport"};
    };

};```
#

does this look right?

dense peak
#

fixed

#

addon works now

full cobalt
#

Is there a way I could use some of the models from contact w/o owning the DLC and w/o getting the watermark? I would really love to retexture the LDF Beret and Combat Fatigues but I'm not really interested in the DLC itself

full quarry
#

nope

frozen blade
#

translation - can i use and edit further stuff i don’t own
answer - no
reply - BIS is such money grabing tools!!!

full cobalt
#

Never replied like that lol

#

I'm just not interested in the DLC and was wondering if I can just use some models

#

But it's okay, gonna have to use something else

#

¯_(ツ)_/¯

#

and thanks for the quick answer Goat

open rampart
#

@everyone hi wondering if anyone could make a mod for me

#

i'll pay

#

and retexture another

full quarry
#

@open rampart you have a bad start on this server. Don't cross post on many channels. And use right channel for your questions. #creators_recruiting is the place but do understand that ArmaTools EULA prohibits commercial use so you can't pay for mods.

#

Also. Everyone is disabled so that people won't ping all the 10000 people on a server.

full quarry
#

You would need a new texture file and a new config file that contains a new class for the suit that inherits from the original and then uses your new texture in the hiddenselectiontextures array.

#

If the suit is designed for retexture that is.

#

@dense peak

#

Nah I'm on mobile. Is there a problem with it?

#

What have you packed it with?

#

What program did you use?

#

Yes

#

And does the server allow you to use custom stuff?

#

Or is it included in the server mods?

#

OK so what did you pack it with?

#

Do you have the development environment set up correctly? As in P drive and unpacked Arma data.

#

Pbo manager is not an addon building tool

#

So that would be one error at least

#

Does not matter. Its an addon and has to be build properly

#

Trying to use shortcuts does not really work.

#

Do what?

#

Probably setting up the tools correctly and using right tools to pack it.

#

I'd suggest the PMCwikis P drive and tools setup guides and the using Mikeros pboProject to pack it.

#

Do as you wish then. Just don't cross post on many channels.

#

That'll get you unwanted attention from moderators.

lean osprey
#

What are those texture aids images called with the arrows, numbers, letters and four colored blocks to help with retextures...anyone know?

nocturne lake
#

UV checkers

lean osprey
#

@nocturne lake brilliant thanks man

drowsy oak
#

how do i get the textures from RHS us vehicles?

#

i would like to retexture them to add some unit logos

grand warren
#

@drowsy oak

drowsy oak
#

i want more tho

#

than just that

full quarry
#

Like you get textures from vanilla Arma, unpack them. Do note that RHS has some limits on what stuff you may retexteru. Be sure to check their licenses or ask on their BI forum thread.

full quarry
#

I think that wont work

pale bough
#

yeah it's not set up to support transparency

#

also the animations will look weird

full quarry
#

👆

#

@dense peak

#

in any case, no cant do it

#

theyre not exactly designed for that

#

you cant

cunning flare
#

Editing .p3d = nono

#

If they are made by bis.

foggy torrent
#

@frigid escarp am I correct that you were able to somehow bypass that alpha flag in p3d with some rvmat?

frigid escarp
#

@foggy torrent for the transparency model thingy?

foggy torrent
#

Yes

frigid escarp
#

@foggy torrent using the rvmat from A3 did already the trick for the most part. for "perfect" result one would need to sort the texture layers(?) in the model correctly i was told

#

{ ct setObjectMaterial [_forEachIndex,"A3\Structures_F\Data\Windows\window_set.rvmat"] } forEach (getObjectMaterials ct)
more neutral look with
{ ct setObjectTexture [_forEachIndex,"\A3\Structures_F_Mark\VR\Targets\Data\VR_Target_pattern_CA.paa"] } forEach (getObjectTextures ct)

full quarry
#

I still think you cant do that

#

because you cant apply another rvmat on a part of a selection

pale bough
#

nah just binarized

full quarry
#

@dense peak did you not read what I wrote. You cant apply the other rvmat on part of the hiddenselection selection

pale bough
#

I don't think he quite knows what an rvmat is

full quarry
#

Nope.

frozen blade
#

rvmat = Real Virtuality Material & ATributes

#

emphasis on material & atributes part

severe rune
#

attributes*

buoyant beacon
#

Hi there lords and ladies of the texturing world! I'm re-texturing the JAS 39 Gripen using the sample given in the Arma 3 Samples resource. I've created great little textures for _fuselage_01_co and _fuselage_02_co.... and they are successfully implemented in the game. All's great... except that the quality of the re-texture is very pixelated and blurry compared to the original AAF texture of the Gripen. Why is this? Is there something I missed in the implementation? What's going on?? My graphics settings have "Texture quality" to Ultra.
The code used to implement the Gripen in my mod:

// CfgVehicles
class I_Plane_Fighter_04_F;
class I_Plane_Fighter_04_F_OCimport_01 : I_Plane_Fighter_04_F { scope = 0; class EventHandlers; };
class I_Plane_Fighter_04_F_OCimport_02 : I_Plane_Fighter_04_F_OCimport_01 { scope = 0; class EventHandlers; };

class B_NorwayArmy_JAS_39_Gripen_Woodland : I_Plane_Fighter_04_F_OCimport_02 {
    author = "Jebby";
    scope = 2;
    scopeCurator = 2;
    displayName = "JAS 39 Gripen";
    side = 1;
    faction = "B_NorwayArmy_Woodland";
    crew = "B_NorwayArmy_Pilot_Woodland";

    hiddenSelections[] = {"Camo_01", "Camo_02"};
    hiddenSelectionsTextures[] = {
        "x\bnb_e\bnorway\textures\Gripen_fuselage_01_co.paa",
        "x\bnb_e\bnorway\textures\Gripen_fuselage_02_co.paa"
    };

    class EventHandlers : EventHandlers {
        class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {};
        class ALiVE_orbatCreator {
            init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};";
        };
    };

    // custom attributes (do not delete)
    ALiVE_orbatCreator_owned = 1;
};

Images of the results and one of the texture files to follow

#

Ah, can't upload images here?

full quarry
#

@buoyant beacon what resolution textures are you using?

severe rune
#

4096x4096 same as the original (already discusses that yesterday and told him to ask here)
he paa file looks good, just ingame it's low

full quarry
#

whats the source format, method of conversion, method of packing the addon in game, and in game video settings

#

@buoyant beacon

#

also could just be the 4K texture mipmapping issue

severe rune
#

i guess source format and conversion to paa are not a problem if the paa file is crisp full resolution in texview
and ingame video settings shouldn't matter if the original texture also shows up in high res? Unless BI did custom mip mapping so that low res also looks good

full quarry
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just making sure theres nothing in the pipeline

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would also be worth trying 2k version of the texture to see if its any better

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4K stuff was janky some time ago so this may be related to those issues

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maybe with hiddenselectiontexture and the texture not being the original the plane .p3d was assigned with

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also source format and conversion can matter. texview can show just about anything

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this is Arma modding we are talking about

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logic is long forgotten in the woods

buoyant beacon
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"logic is long forgotten in the woods" Best quote I've heard about Arma 3 modding so far xD

So, like Dedmen said, it's 4K. I'm editing the Arma 3 Sample files, save as'd directly from the resources without modified resolution, colour or anything. I did place a couple of SVGs onto the image (the norwegian roundels and such).The flag thingy on the tail I did within the psd using shapes.

I then save as'd to png
I then used texview2 to save as to paa file, I've also made an attempt using the ImagetoPAA tool in Arma 3 tools just to make sure that didn't... do something weird (even though I assume they use the same process for their conversions). Both results identical.

Images finally uploaded: https://drive.google.com/drive/folders/12o02HSbCstVYeSIMSdXw1son7r0OAWc0?usp=sharing

You have the textures there to see, and also the screenshots Dedmen was kind enough to repost above. I'm also adding the resultant addon in which the re-texture is. As you'll see, quality is unchanged after packing into the .pbo.

I will try the 2K tonight and see if that's any better. Thanks for the pointers

full quarry
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you could maybe try tga as a transfer format. ImageToPaa has worked fine for me and actually better than texview2

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not sure why

buoyant beacon
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Hmmm, I was reading a guide earlier in which the author was using TGA so I was debating using it. I'll try that too then and let you know how it goes. Thanks

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I thought it may have been because of using ALiVE ORBAT creator to make the actual unit, that it may have been doing some weird fuckery. That wouldn't have affected it would it?

full quarry
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for me they look very much the same

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used setObjectTextureGlobal from debugconsole

buoyant beacon
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I was using the "Danger intake" on the intakes to the side as a reference. Mind checking that?

full quarry
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splendid camera focus disabled

buoyant beacon
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If that's the case, then it supports the idea that it's the ORBAT creator being fucked.... I've been meaning to re-do the faction to do without it anyway... maybe this is the kick

full quarry
buoyant beacon
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That looks great in comparison!

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Damn

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Thank you for checking, so then what do you suggest?

full quarry
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test it yourself with just the setTexture command and see if theres a difference

severe rune
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but the orbat creator also just creates normal configs with hiddenSelectionTextures, that shouldn't make any difference

full quarry
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should not

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but maybe it does

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#ArmaThings?

buoyant beacon
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I know it adds an eventhandler for things like loadouts for units, etc.... I wouldn't be surprised if it does some other weird stuff

full quarry
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wee

buoyant beacon
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Hahaha, someone's having fun xD