#arma3_texture

1 messages · Page 37 of 1

full quarry
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one should always have a bit of fun when arma is launched

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even if the modding is a headache sometimes

buoyant beacon
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Amen

nocturne lake
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Think it's just getting mipmapped. The Gripen's native alternate textures (the grey one and the blue pixel one) both looked blurry like that to me before I replaced my GPU with something that handles Ultra tex settings better

full quarry
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wee my GPU is not yet complelety obsolete xD

buoyant beacon
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What's mipmapped?

nocturne lake
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reduced resolution, high-compression version of the texture that is supposed to be shown at distance or when VRAM usage is too high to fit the full-resolution texture in memory

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they're automatically generated as part of the .paa file

silver gull
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he's in VR - if the GPU is running out of VRAM in that already the whole game would look OFP textures on a normal island

severe rune
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dunno what other stuff might be running in background

silver gull
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might just be that he isnt running it on ultra? Or that the mipmap "intelligent" algorithm is like some elitist bouncer "This is the 4k club, you dont get in without 8gig VRAM boy"

severe rune
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the vanilla texture works fine tho 🤔
but i guess that's in vram first, so more space when it loads

silver gull
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vanilla have VIP entry cards

severe rune
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I'm suspecting a bug in hiddenselectiontextures stuff. like the material stuff with low lod

silver gull
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whats that issue about?

severe rune
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hiddenSelectionMaterials sometimes caused weapons to get stuck on highest(lowest? the worse one) lod

silver gull
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ah oops... undocumented feature

frigid escarp
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wasnt this fixed with the recent hSM loading fix? @foggy torrent

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4k textures appear to have various issues. not recommended to use

foggy torrent
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Yeah, hsm lod thing was fixed

buoyant beacon
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So, I tried the TGA files and they just ended up with a black background and some artefacts here and there, along with a faint outline of some of the details of the original texture, not even my one.

Anyway, it turns out it was actually my texture quality. For some reason it was Ultra before, High now.... anyway, fixed that.
Sorry for any inconvenience

hardy atlas
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Ultra is the only texture setting to make use of 4k

severe rune
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still leaves the question why the vanilla texture looked good

nocturne lake
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I don't think the green one is 4k

buoyant beacon
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Maybe something with the mipmapping, as Monkey mentioned above

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How do I check, edit that? Or is it an automatic process?

severe rune
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mipmapping is automatic

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I can make tools to export mipmaps/build mipmaps manually.. In about 2-3 hours of work.
But no thyme and noone cares anyway 😄

wet sonnet
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I do FeelsLoveMan

severe rune
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You have tool developers that you can throw stones at to do it for you :u

full quarry
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Me and @errant latch do care

wet sonnet
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If I'd throw stones at them, they wouldn't do it 😢

full quarry
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Try throwing gold

silver gull
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try larger stones

dense peak
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when i convert my texture png to .paa via tex view it somehow screws up the colours

silver gull
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resolution must be power of 2

silver gull
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<why _nohq in the name?

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must be -CO

dense peak
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oh

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im dumb i guess

silver gull
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_co

dense peak
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sorry

silver gull
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np

dense peak
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yeah i used the nohq to get the detail

silver gull
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nohq is only for normal maps

dense peak
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yeah

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that worked

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my bad

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im pretty new to this

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well

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turns out the cup cz t72 textures are a mess in general

full quarry
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What do you mean?

dense peak
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i created a ticket

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apllies the wrong textures

full quarry
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What applies?

dense peak
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part of the chassis are the texture for the acr tank

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the other half for the chdky

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chdkz

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here are some screenshots

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this is the normal cup version, not my retexture

full quarry
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Well they might fix it at somepoint

dense peak
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i hope so

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it would be cool for ldf reserves

dense peak
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how do you apply uniform textures in the editor?

dense peak
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Nvm, the thing I tried to retexture doesn't have hidden selections

agile hazel
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Any update on ebo->pbo?

full quarry
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No

agile hazel
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Sad ngl

dense peak
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Cropping 20 different rows of molle, all with slightly different deformations, for a single vest really makes me appreciate the effort the original creators put into the mod

full quarry
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Most of the time the original texturing is done with 3d texturing programs so it is not quite aems manual work as retexturing.

silver gull
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still need to make the model though...

full quarry
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well yes

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what I meant that in the original creation workflow the texture making is very different than in retexturing workflow and usually a lot easier.

dense peak
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Interesting

full quarry
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that does not really help with retexturing though

dense peak
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Yeah

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How do you make the details on something look more pronounced?

full quarry
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you would likely use normalmap for that

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but creating a new one is quite difficult

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which is why retexturing usually is only about changing the colors

dense peak
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I'm using the normalmap

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But I have a hard time making it pop

full quarry
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your colors are a bit bright

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and at this distance and in this direct light, the normalmap wont really do much shading

dense peak
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Yeah I guess

full quarry
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you can see some in the sleeve wrinkles

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but its also possible the shirt you are retexturing does not have any other details to it

dense peak
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Well right now I'm just trying to help pookie to replace the arma 2 uniforms from the VME mod

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First I'll retexture all the stuff and worry about colours later

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I'm pretty new to this stuff

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Maybe I should just learn how to do 3d work 🤔

full quarry
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I dont think it will help in this case

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would need access to source material to do anything

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what does the original shirt look like compared to one of yours?

dense peak
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Not on my computer ATM

full quarry
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well when you can, take a comparison shot and we can see whats the difference

dense peak
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Oke

full quarry
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can you put both side by side

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and face same direction

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so the shading is same

full quarry
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yeah

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the only thing you are changing is the _CO texture yes?

dense peak
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yee

full quarry
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it looks like the originals may have some baked in shading to them

dense peak
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yeah

full quarry
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these were from A2?

full quarry
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perhaps use only 1 original and only 1 of your own

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and take a closeup shot

nocturne lake
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Does the source have a _as.paa map?

dense peak
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no

nocturne lake
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okay, well that's where most of the shading detail on the original texture is coming from. They baked ambient occlusion and added it as a multiply layer on top of the colours. If there's no separate _as map to extract the source ambient occlusion bake from, you will have difficulty recreating the shading

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Some programs like nDo, xNormal, Substance Painter, will allow you to generate a pseudo ambient occlusion from the normal map (_nohq.paa) but it's not as authentic

dense peak
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hmm

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thanks for the help

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ill has pookie if he can get in touch about it with the vme team

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i think that at any rate my retextures are already an upgrade over the arma 2 uniforms anyways

dense peak
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what is a smdi?

pale bough
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you could use the blue channel from the original normal maps for some detail

dense peak
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i use the normalmap for detail

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well

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i downloaded crazybump

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and it allows me to quickly make a occlusionmap from the normalmap

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its not great

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but it works

deft lantern
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Having some issues extracting textures using TexView.

full quarry
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go on

deft lantern
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So, when I'm looking at PBO it isn't registering that that they are able to be extracted using TexView. I just get a blank icon. Copying and pasting them into a folder, and trying to open them with TexView that way, doesn't work either.

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I've tried reinstalling both PBO and TexView to no effect.

full quarry
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looking at PBO? what does that mean?

deft lantern
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If I could post pictures it'd probably make more sense.

full quarry
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you can post links to pictures

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also please list what programs you use and what are you doing with them

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I have a feeling you are not using correct procedure

deft lantern
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One sec, I'll upload them to Imgur.

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Right, so I've opened characters_f_exp in PBO, as seen here.

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In theory, because I have TexView 2 installed, it should change the .p3d icon for headgear_beret02.p3d to the TexView 2 icon, indicating that it can be opened using that software.

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Trying to c+p the headgear_beret02.p3d file out of the folder and onto say, the desktop, and trying to open it from there using TexView 2 produces the following; https://i.imgur.com/AVjnJ2G.png

wet sonnet
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p3d is model, you can't open those

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or modify

deft lantern
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... that would explain the issue.

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Aah, nevermind; it's the .paa files in the Data folder?

wet sonnet
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Yes

deft lantern
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Got it. Sorted. Cheers.

dull sentinel
severe rune
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it's called binarization

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if you unpack pbo's using a proper tool (like from mikeros suite) you won't even see that

dull sentinel
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ok thanks i used PBO manager

full quarry
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yeah thats not proper tool

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@deft lantern for you too pbo manager is not the right tool for unpacking the data

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and definitely do not use it to pack a pbo

pale bough
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what's wrong with pbo manager?

full quarry
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everything

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it creates unbinarized pbos

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its purpose is mainly to work with mission.pbos

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if you want to do proper addons, use proper tools and workflows

dull sentinel
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i have a same problem when extracting by Eliteness

full quarry
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it is not the right tool either

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try these guides

lofty dock
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Inside of Eliteness you should be able to edit them in a text view, but extracted they may still be binarized.

full quarry
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still not the correct way... 🙈

lofty dock
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Didn't say it was. I was backing you up lol.

pale bough
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I mean all I use PBO manager for is looking through PBOs and extracting single files

full quarry
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yes but it does not extract all files correctly

pale bough
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how so?

lofty dock
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It doesn't unbinarize configs for example.

full quarry
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it does not make rvmats, config etc readable

pale bough
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good thing the arma 3 tools has a tool for that

lofty dock
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Yep. That's an extra step not included in pbo manager, hence the warnings.

full quarry
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Alright then, you do you. Im going back to work.

pale bough
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ok

dull sentinel
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yeah BankRev haven't noticed that tool before

full quarry
severe rune
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me forgoat

full quarry
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xD

severe rune
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not today. I wanted to sleep 40 minutes ago, and still haven't even started what I wanted to do and also had no food yet

full quarry
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yeah dont worry about it

severe rune
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not tomorrow either. need to do some actual work.
Maybe thursday 😄

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keep poking me

silver gull
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1/10 this goat is not horrible, false advertising

full quarry
silver gull
full quarry
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🙈

dense peak
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horrible Gowoat

queen kiln
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hi, how to remove alpha channel of texture

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I see it as the left side, and I need to save it as seen on the right side

acoustic dove
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use _co.paa and before saving remove alpha channel

mellow zinc
nocturne lake
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UV animations are possible, yes

mellow zinc
cinder halo
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Does texture resolution have big impact when used by RV engine, lets say "hd" on today's hardware?
Many old ported models are blurry and have laughable low resolutions like 512 and max 1k (most of the time). If I to rescale and retexture most of the parts, lets say some Arma 2 building, how big of an impact it would be if use 4k textures for big and 2k for smaller parts?

mellow zinc
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I believe 4k gets compressed to hell and and back when on anything but ultra and looks like garbage.

cinder halo
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so no matter how high you go, it gets compressed anyway?

mellow zinc
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Correct as far as im aware

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If your making a building you should be using multimaterials

wet sonnet
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Definitely

cinder halo
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I was checking Livonia assets , and some parts are looking decent , but some parts as this door for example : https://i.imgur.com/DyOrhkR.png looks outdated as hell. I assume , it has such a low res for a reason?

mellow zinc
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Probably just an older asset they re-used

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or ran out of texture space

lofty dock
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That's a pretty good looking ARMA 2 door right there ABlobHaha

full quarry
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could be just upscaled

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doesnt necessary make it sharper

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2K is safest to use

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texture size wise

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4K might have issues

cinder halo
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Roger that. No point going beyond 2k.

frozen blade
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4K requires the use of ultra texture settings

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it is gonna be the first assets to get mipmaped when engine feels it is struggling

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anything less than ultra in the settings means the engine will use a lower mimaped texture (and mipmapped textures usually look worse than native 2k texture).

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from a performance pov, a 4k texture is still better than 4x 2k textures (for the same resolution). modern hardware shouldn’t have an issue with these

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it is just that rv likes to mipmap these quite a lot

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if you wanna test a 4k asset, try my new scars from rhs usaf, see the tex difference between high and ultra

cinder halo
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👍 Thank you for your detailed response, Pufu. I appreciate it. I surely will.

full quarry
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there is a chance that we get a tool to inject our own mipmaps into the .paa which could make 4k textures look better even with the mipmapping

lofty dock
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So what you are saying is, it's time to petition Dedmen and send him many roses to show our love.

pale bough
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I heard beer is more effective 😛

severe rune
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I don't really drink beer. But I guess I'll make an exception today!

frigid escarp
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4k textures still have engine issues too, if i am not mistaken

full quarry
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Other than the intense mipmapping?

frigid escarp
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not sure. BI should have a list 🙄

cedar lichen
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wasnt the main one that after reducing from 4k to a lower mipmap was it'd get locked and never return to 4k?

frozen blade
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yes, unless you change tex resolution again

nocturne lake
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They still don't go back up to 4k AFAIK

acoustic dove
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i thought they fixed that :/

pale bough
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nope

odd crane
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Can someone explain to me what the adshq map is supposed to do?

brittle cosmos
full quarry
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the channels used are listed here also

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ADS contains both ambient shadow for close up shading and distance shading when real shadows are no longer rendered

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HQ as penny said renders smoother

odd crane
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I guess I never notice it. Should the other channels be much darker than the regular channel?

full quarry
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in the wiki link its said green channel should be brighter than blue

wet sonnet
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That reminds me I have WIP guide how to make ADSHQ for that

deft lantern
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Quick question.

I vaguely remember someone mentioning there being software that allowed you to import a model and the texture, and then texture on there so you can see what you're doing a bit better. Does anyone know if that's legit, and if so, what it is?

severe rune
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Substance painter

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ArmorPaint

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Quixel

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ZBrush
3D-Coat

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Choose whatever you like. I guess most people use Substance

wet sonnet
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I like ZBruh better PepeLaugh

severe rune
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That typo only existed for like half a second :U

wet sonnet
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I've seen it 😛

severe rune
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Actually he website I looked these up also wrote
ArmoryPaint 🤔

cunning flare
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Does anyone know what the path to the .p3d for the gorka is?

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I know they are in ebo's, and cant seem to find it in config viewer.

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Inheriting it in the config doesnt work either.

full quarry
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make a full all in one config dump

deft lantern
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@severe rune My man. ❤

frozen blade
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quixel is best to be skipped by the way

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is hasn't seen updates in years, and it is actually a slow running plugin for PS

silver gull
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the only "pro" point it has is, that quixel is not owned by adobe... (except PS is...)

frozen blade
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so you are just better of using substance, even if nowadays it is owned by adobe

silver gull
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yeah

lofty dock
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Especially if you are using Photoshop anyway and are already in that bag.

frozen blade
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i feel these days it is better to pay 16$ for armorpaint rather than quixel

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not even sure if they sell that plug anymore

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i own it, but haven't used it since i switched over to substance

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yeah they don't sell it anymore

silver gull
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i find the whole "fully scan based" not a great selling point. Most of the time the materials are scanned at such detail/closeness that you can't even tile them properly for a 1m surface patch. It only looks good for AK's that you render for some portfolio

frozen blade
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they are aiming for archviz / real time renders these days

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and for getting assets fast into some indie games

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all fine, i use quite a bit of their assets at work

silver gull
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speaking of which, just checked substance source... they dont even have a "new" section anymore .... lol

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no updates since forever

frozen blade
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they added some signature collections

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although for day to day use, these are hardly of any use

silver gull
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they are just collections of already existing stuff, no? I already own a lot of their content

frozen blade
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yes, they seem to be slacking there

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there are a lot of good mats available on gumroad these days

silver gull
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i dont think anyone would trade for my 380 substance source points

full quarry
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perhaps pics would help

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but such issues sounds like the texture is not actually correct for the model

severe rune
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!issuewarning @elder canopy crossposting

bleak bearBOT
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Failed to PM @elder canopy

severe rune
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For the mipmap tool.
I guess command line tool.
Ability to just drag&drop a couple paa files (would be much easier for me atleast) of different resolutions onto it, it will take the highest mipmap of each, pack them all together, and fill the gaps automatically with the mipmaps of the highest resolution thing you drop in.
I know you would prefer to drop png's onto it, but then I'd have to fix the DXT compression implementation, and also do things like texconvert.cfg and all that crap.

full quarry
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that would work yeah

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so dropping 4k and 2k .paas it would take the 4k from the first, then the 2k from the second and the rest from the 2k or just produce new ones?

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working with PAA is fine.

severe rune
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dropping 4k and 2k, would take the 4k res, then the 2k res as 2k mipmap, and the other mipmaps from the 4k one.
Or does it make sense to take the mipmaps that are closest to the original resolution? so take them from the 2k one?

full quarry
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hmm possibly the 2k might have better ones since 1k in the 4k paa has already gone through the 2k reduction

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but whoever is concerned about this stuff would then have custom 1k too if it mattered

proper pivot
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Struggling with some textures that contain partly transparent areas and noticed a comment from @full quarry on 05/22/2019 saying 'transparent and non transparent surface should not be mixed'.
(By 'struggling', I mean my texture is always 100% opaque in game regardless of whether converting with _ca etc.)
Does the comment by HG above mean you can't have parts of a texture sheet where the texture is 100% opaque and parts that are say 30% opaque? These should/would have to be split up onto different UV sets?

nocturne lake
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That’s the way you should do it, yes

proper pivot
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Thanks. So is that likely to be causing the issue I have where no transparency seems to work? Or do you think that's more related to the alpha transparency channel not being generated correctly? (I've tried a pure export of opacity on alpha from SP as well as export from PSP X9 forcing transparency to alpha.)

nocturne lake
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Have you looked at the .paa's alpha channel in texview?

proper pivot
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I think I've only just worked out how to check that properly... Standby

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All looks OK in texview - my semi transparent sections have an alpha value in the 90 region

nocturne lake
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Oh, also check your .rvmat to be sure that all the files referenced, are on your P:\ drive

proper pivot
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Do you need something specific in the rvmat for semi transparent textures? I've just got the normal AS, SMDI and NOHQ which all seem to work OK

nocturne lake
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Nothing in particular, but if it's missing a file like the env map or something, it doesn't encode transparency properly to the faces on the model. Like if you made a transparent glass window using BI's glass .rvmats it would show as black opaque if binarise doesn't have access to the .paa files used in that .rvmat from your P:\ drive

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But you should still definitely separate the alpha parts. Because when you do get the alpha working, the parts you want opaque will be likely start to show signs of being transparent to SSAO

proper pivot
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OK - thanks for the help.

proper pivot
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One additional question - should transparency work without an rvmat at all?
I've separated off the semi transparent parts to their own texture but still have the issue.
So I've tried removing the rvmat completely and still have the texture ffully opaque. (And checks of the _ca.paa in texview show it does correctly have transparency.)
I'm packing with Mikero's pboProject 2.54, just for info
(And testing with AddonBuilder gave the same results.)

severe rune
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Was the model p3d packed with the transparent texture on it?

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The faces on the model store a flag whether the texture can be transparent or not. whether they need to be considered for alpha blending

proper pivot
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Ah - no. They were set in hidden selections.
I'll try that now....

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BINGO!
Many thanks - that's got it working

severe rune
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It cannot generate new mipmaps, it only uses what it finds. So if you pack a paa from single-mipmap paa's, your output will only have these.
So you could pack a paa which only has a 4k mipmap and nothing else, I have no idea how Arma will handle that.

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I think tex_mip1024_co.paa would be better right? that way you can still easily mass convert to correct texture format. I'll better change that

severe rune
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MipMapTool is released now!
https://mipmap.arma3.io
Hav fun. I can make a linux build if anyone has a need for that.
Download under releases.

full quarry
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@severe rune than you!! I'll give it a go as soon as possible!

pale bough
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how exactly do you use it?

severe rune
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it's a command line tool. Github page says how

pale bough
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nevermind I was dumb and didn't download the thing under releases 😛

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it just keeps telling me the filename is the incorrect format, yet it's in the xxx_mip1234_yy.paa format

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massifmulticam_mip2048_co.paa

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that should be correct, right?

severe rune
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maybe me made mistake then 😄

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jup. 3 != 4

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Fixed. New release is up

burnt gale
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hey if someone could help me with texturing my module I would be happy. the only problem is the rvmat

hardy atlas
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What causes the _ca bug where objects become translucent when using _ca despite there clearly being no alpha there.

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Or should _ca be reserved for purely alpha based textures. Not ones that have a little bit of alpha in them

nocturne lake
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The latter. Only use _ca for things that are supposed to be transparent

hardy atlas
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That's what I meant

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So if I have a car door model for example

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The glass should be seperate

frozen blade
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yes

hardy atlas
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Damn, Shame, Was hoping to save myself a section

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ah well ty

full quarry
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well if its any condolence, we all have to make that section so you are in same performance level as everyone else with that

hardy atlas
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Yeah, Does truly make you appreciate modern game engines even more though 😄

ashen finch
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hi, can somebody explain me how to use multiple textures on one model. For example i have 1 building p3d and want to have 4 different textured versions of this model. I heard somthing about hidden selections but i have no clue

full quarry
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For terrain models hiddenselections do not work. Only for scenario objects.

Hiddenselections setup is the thing thar does it for scenario objects. It's mainly used on vehicles and characters.

A named selection on the model (often called "camo") needs to be defined in model.cfg sections array and then it can be used in the objects configs hiddenselections parameters.

ashen finch
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okay thanks, im doing a terrain model :/

full quarry
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Each variation then needs it's own p3d

magic moth
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hello

full quarry
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👋

zinc vessel
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Does anyone know of a decent tutorial for how to add a spot for the hiddentexture "clan" functionality to show a squad.xml or Arma 3 Units image to a texture? Thank you in advance for any thoughts that anyone here might have :)

nocturne lake
zinc vessel
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Thank you, @nocturne lake . I will explore.

lean crystal
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im currently in process of making a shoulder patch mod, i build and test it throws /textures/texture_co.paa not found even though the .paa is in the pbo when i build im really new to modding

full quarry
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Have you the development environment (tools, P-drive) set up and are you using proper tools to pack the pbo?

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Just path /texture/file is not very good folder structure either.

lean crystal
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yeah I've got arma 3 tools and p-drive

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I'm using addon builder to pack

full quarry
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ok so create a proper project folder structure for your addon first

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something like P:\madmax_myNewAddon\

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for claritys sake it could be worth it to also use similar folder structure to Armas examples

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so your textures would go into a data\ folder

robust storm
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Anybody got a good tutorial for unit patch texturing? I’ve created the insignia in PS but I want it to look like a patch not just a logo

full quarry
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I rekon its too specific subject for a tutorial so lilkely no one has made one

robust storm
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Hmmmm

full quarry
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you might find something for general image editing on the internet

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how to make pictue look like fabric or something like that

robust storm
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Yea I’ve been looking for similar things. I’ve found some but not THE one yet..

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Thanks tho

full quarry
#

in general the more specifc tutorial you want, the rarer it is that you find one

#

so often you need to figure out separate more general tasks that the thing can be made from

#

which in turn are documented in a guide or tutorial

robust storm
#

Got it.. I figured Arma guys got a guide for anything, it’s worth a shot to ask

full quarry
#

you should already know next to nothing arma related is documented

robust storm
#

What do u mean.. every time I got a question, u guys post all kinds of links.. they got retexturing guides but mostly for in game stuff

#

Hard to find.. yea.. but there’s stuff

full quarry
#

those only scratch the surface really 😄

robust storm
#

Very true.. plus u need a degree to understand them lol.. I got a embroidery guide for PS, I’m sure I can make it work

full quarry
#

something like that could be useful yeah

robust storm
#

Or I’ll ask one of the guys in my unit how they made ours

#

I try not to ask straight out like that cuz Arma guys don’t like to give away their secrets

obsidian nimbus
#

So, it seems that hiddenSelectionsMaterials on headgear objects, or at least the baseball cap model, causes as bug with the shadow volume or something like that

#

What's odd, is that if I place two units that are wearing a headgear object that has hiddenSelectionsMaterials defined, the bugged out part of the shadow disappears, and everything seems to render normally. Deleting the second unit causes the issue to appear again

#

I tested with the vanilla texture and vanilla material defined in the config, and the bug appears there as well, so it isn't a problem with my material

#

I am on the dev build, btw

#

I'll just avoid using the custom material for now, but I am wondering if this is a bug or something I'm doing wrong on my end

wet sonnet
#

Do you have camo selection in shadow lod?

obsidian nimbus
#

It's a vanilla model

#

I'll check in eliteness and see if I can find anything

full quarry
#

Uuh quite odd one!

obsidian nimbus
#

P:\a3\characters_f\Common\capb.p3d
That's the model btw

#

it looks like the shadow volume and shadow buffer both have the camo selection in them

wet sonnet
#

Thank you, I'll look at it

obsidian nimbus
#

Appreciated

agile hazel
#

ebo->pbo any update lads?

full quarry
#

nope

#

you can pretty much see the files on your Arma install and if they area ebo or pbo

pale bough
#

I think he means if there's any news about when it's happening

mossy blaze
#

It would be more understandable if he writes a full sentence

proper pivot
#

Going back to semi transparent textures again...
I've separated the transparent section of my model off onto it's own, UV sheet (hence a new selection.) Then have a _CA for the semi transparent texture and _CO for the opaque texture.
However, the part of my model that should be fully opaque appears to be very slightly transparent.
Does anyone know what might be causing this?
I've tried adding the property 'forcenotalpha = 1' to the LODs but it does not seem to make any difference.

full quarry
#

did you rename the source file as _CO and remove all transparency from it before converting it to _CO.paa

proper pivot
#

Yep

#

Brand new texture for it with no transparency

full quarry
#

also forcenotalpha goes into geometry lod

#

its not per-lod parameter

proper pivot
#

Although to double check, I could re-export from SP with no transparency...

full quarry
#

but whole model parameter

proper pivot
#

RT with regards to the forcenotalpha!

severe rune
#

Arma stores in the model if a face can have alpha, afaik that's per-face tho, so should be no problem to have alpha and non alpha on same lod

proper pivot
#

Ah - putting forcenotalpha on the geo LOD has fixed it!
Many thanks

wet sonnet
#

no prob 😉

zealous pine
#

is it possible to texture the new vest Moduler?

pale bough
#

not really

#

Unless you wanna make a brand new texture from the ground up, you won't be able to reskin it as the original textures are still encrypted unfortunately

full quarry
#

well it is possible to draw the texture on a flat surface and take screenshots out if it, but its not very optimal method

nocturne lake
#

better to do it to UI/screenspace than an ingame surface

full quarry
#

oh true

#

that is much better

pale bough
#

hmmm, how would you do this? I'd love to be able to reskin contact stuff

lofty dock
#

Display the paa on a ui, screenshot it.

pale bough
#

I meant coding wise

lofty dock
#

Then use that to redraw the texture.

#

?

nocturne lake
#

Something like with uiNamespace do { titleImage = findDisplay 46 ctrlCreate ["RscPicture ", -1]; titleImage ctrlSetPosition [_x,_y,_w,_h]; titleImage ctrlCommit 0; titleImage ctrlSetText "PATH\TO\texture_co.paa"; }; depending on your screen resolution and the texture resolution, you put in the x,y,w,h values to fit aspect ratio and size, and apply offset to move more of the texture in to the screen space (assuming the texture resolution is greater than the vertical resolution of your display)

#

Then it's just a matter of screenshotting and stitching the parts back together in photoshop, and making sure it's a proper 2^n texture size

pale bough
#

I guess x and y are screen resolution and w and h are texture resolution?

lofty dock
#

Width and height of the control. x and y are the position on screen.

pale bough
#

thanks

mellow star
#

Is this a well-known issue that I've simply not noticed before (clutter alpha not correctly blended against sea/sky); https://postimg.cc/LhTbRL63 ???

frigid escarp
#

never seen this. tried different video options (ATOC especially) @mellow star ?

silver gull
#

it think it happened with other transparent stuff before, but i have no idea where and when (it was long ago). I seem to remember a jet canopy not appearing /appearing whit-ish when water was used as backdrop . Maybe on devbranch? Idk anymore

full quarry
#

tested and saw it happen

pale bough
#

oh yeah I've seen that happen plenty

#

seems to happen with any anti aliased edge when using FSAA

leaden fox
#

Guys how do you export normalmaps for A3?

wet sonnet
#

That looks like broken smoothing rather than broken NOHQ map

leaden fox
#

the low poly model is all smoth

#

but with NOHQ added it looks mint in Substance painter

#

increasing resolution to 4k didn't help, baking on sharp shading just doesn't really work

wet sonnet
#

all smooth? that doesn't sound right to me

pale bough
#

that is without a doubt broken smoothing

leaden fox
#

how to fix smoothing then?

#

Should I apply sharp edges to the low poly model?

#

Then I'll be left with what I posted above: pixelated normalmap on each edge

wet sonnet
#

apply one where it makes sense

leaden fox
#

then I end up with the pixel art posted above

nocturne lake
#

if it's all smooth in substance and you baked the normals to the all-smooth LP, it's perhaps that triangles aren't matching after import so the normals are not identical to what you baked with

#

But also, Arma usually uses normal maps with inverted green channel (-Y swizzle instead of +Y)

#

but generally it's pretty poor practise to model a hard-surface object with all smooth shading. You should use proper smoothing groups and make proper splits in the UVs along hard edges, then bake the normal map

leaden fox
#

I suppose it's bad practice for Arma, not in general

nocturne lake
#

Unless you're using face-weighted normals method, it's very unusual to have no hard edges in a LP model

leaden fox
#

Well

#

It baked perfectly in SP

#

Hard surface made with subdivision surface is all smooth shaded after all

silver gull
#

did you triangulate before export/ baking? And did you retriangulate with \ after import in OB?

leaden fox
#

Yea, the model was triangulated

silver gull
#

normals recalculated according to triangulated mesh before baking?

#

using proper smoothing splits (=hard edges) is key to have models look good in varied renderers
If you have a UV split, making a Smoothing split is "free" - using entire smoothed model wont benefit you in any way.
https://www.youtube.com/watch?v=ciXTyOOnBZQ 5:30 specifically (but all information in there is important if you dont know it already)

#

a normal rendered in Tool A, doesnt necessarily look the same as a normal displayed in Environment/ Tool B

#

looking at it more -> yes, the pixelated normal map is because you applied smoothing split, but not a uv split with padding. Have smoothing split -> have to have UV split.

leaden fox
#

Thanks, that sounds like a solution, I'll have a look on it tomorrow

azure light
#

hey, i had a question if anyone could answer. Im starting to use substance painter and i don't know how to turn the PBOs into actual 3D images so i can use it in substance painter. Can anyone shed some light on how i would be able to do that?

nocturne lake
#

You can't get Arma models in to substance painter unless they are models you made yourself, or have access to the unbinarised model from the original author

azure light
#

ah i see. thank you for that info

full quarry
#

and if someone tells you otherwise they are working with unauthorized stolen models.

azure light
#

alright, thank yall for the quick response!

severe rune
#

Interesting discovery with MipMapTool (https://github.com/arma3/MipMapTool/issues/1)
A 4k texture in a uncompressed format, is too big to store the data size inside the paa file. The data size is only 24bit.
a 4k mipmap in uncompressed is 16MB which is too big to fit into 24bit, and the paa just writes a size of 0.
Not sure what the game does with that, but I would assume that it just doesn't load the mipmap. MipMapTool now warns about that when unpacking.
Might also be related to 8k texture issues? if the uncompressed/compressed tex is too big.

#

Actually.. It's 24bit SIGNED integer..
GG Arma, just as I expected. ofc having negative size mipmaps makes sense!
Man I wanna hug that programmer who wrote that.

full quarry
#

oh

#

quite interesting find!

severe rune
#

datasize is only used for dxt compressed textures, which is.. basically everything.

severe rune
#

might be interesting to @tender fjord too. length of paa mipmap is stored as signed 24bit int, meaning max mipmap data size can be 8'388'607 (that is after LZO compression)
That's only relevant for DXT type textures.
If size is too big, datasize will be 0. Not sure what Arma's reaction is to loading a 0 size mipmap, I'll try around a bit.

Added some output to MipMapTool for that

P:\>MipMapTool.exe info altis_mca.paa
MipMap Tool v4 OwO
file info:
Texture read "altis_mca.paa"
        Got tag AVGC of size 4
        Got tag MAXC of size 4
        Got tag FLAG of size 4
        Got tag OFFS of size 64
        PaletteSize 0
        MipMap Expected size: 16777216
        WARN MipMap Expected size too big to fit 16777216. This will create problems with DXT compressed textures
        MipMap data size: 0
        WARN data size is 0, but expected size is 16777216. Something is wrong with this mip. Using expected size instead
        Got mipmap size 4096x4096
severe rune
#

Okey just tested with setObjectTexture on a billboard and single-mip paa's.
Good thing, single-mip paa's work.
Bad thing, the 4k one with datasize 0 simply doesn't load at all. I assume if you have a multi-mip one, it just uses the 2k mip.

#

Actually, doesn't load at all is kinda incorrect. It still displays a texture, but it's just solid color of the textures "avgColor" tag

#

Interesting. ImageToPAA GUI tool converts my 8k png into a 4k paa 🤔

full quarry
#

umm Im not sure if Arma supports 8K textures

severe rune
#

well ImageToPAA doesn't let you convert it atleast.

full quarry
#

4K improvements were introduced with Apex

severe rune
full quarry
#

chuul

severe rune
#

Texture settings on veryhigh don't load 4k at all. Only Ultra does, and only very close to camera

full quarry
#

I can already see crazy ideas for this!

#

yeah

#

the main problem I think has been that the 2k mipmap has not been very good

#

so now that it can be imporved it can help a lot with 4K texture quality

severe rune
full quarry
#

magnifico

severe rune
full quarry
#

this is very cool! @severe rune Thank you so much for this!

severe rune
#

I guess some documentation about the TexConvert.cfg entries would be useful too?
Listing what errorMetrics dies and what options it has, and what mipmapFilters are available such that you can make your own texture format for your purpose 🤔

severe rune
#

errorMetrics= Eye, Distance, DistanceXY
mipmapFilter=

Default
FadeOut
NormalizeNormalMap
NormalizeNormalMapFade
NormalizeNormalMapAlpha
AlphaNoise
NormalizeNormalMapNoise
AddAlphaNoise
#
packing mipmaps...
        4->     "test_mip4_co.paa"
        8->     "test_mip8_co.paa"
        16->    "test_mip16_co.paa"
        32->    "test_mip32_co.paa"
        64->    "test_mip64_co.paa"
        128->   "test_mip128_co.paa"
        256->   "test_mip256_co.paa"
        512->   "test_mip512_co.paa"
        1024->  "test_mip1024_co.paa"
        2048->  "test_mip2048_co.paa"
        4096->  "test_mip4096_co.paa"
        8192->  "test_mip8192_co.paa"

🙃

#
17:33:07 Wrong color format 
17:33:07 Wrong color format 
17:33:07 Wrong color format 
17:33:07 Wrong color format 
17:33:12 Extreme texture size (8192x8192)
17:33:12 Texture init failed.

😢

#

autoreduce=true in TexConvert.cfg automatically reduces texture down to 4x4 if it's solid color, even if input is 4k, and even auto removes alpha.

severe rune
tender fjord
#

might be interesting to @mikero too. length of paa mipmap is stored as signed 24bit int,
I wasn't aware of that. my code treats whatever value is in there as unsigned and perhaps i should reject anything with bit23 set.

A small clarification here. That 24bit value refers to the size of the following data packet, not, the size of the mipmap and it is used by all formats.

the dxt series of formats are generally uncompressed until you hit mipmap data around the 512x512 size, making mipmap size and 'data' size generally the same.
when compressed it uses LZO for arma2 engines and beyond.

all other formats (P8, AI88 etc) use unconditional LZSS compression regardless of size.

things other, than dxt are still in use. they may be legacy, but they're very much alive and kicking.

ps @severe rune , 😍 your description of texconvert.cfg

severe rune
#

until you hit mipmap data around the 512x512 size
Hardcoded limit is 256x256, that is the last compressed mipmap, everything lower doesn't use LZ

severe rune
#

What other texture things can i do now? 🤔

#

I'm really having fun with this

silver gull
#

animated textures (with image catalog, like particles)

full quarry
#

💦

severe rune
#

I don't think the engine can do that :U

full quarry
#

wet dream

#

I wonder how the caustics textures play

#

probs some speciality of the water shader

severe rune
#

yeah in shader, offset based on time

#

if you want image catalog stuff, UV animations?
4k single mipmap texture to force it not being mipmapped down, then only display a 1024 chunk of that per image in the catalog?

silver gull
#

based on time -> it would have to be quantized, not "analog" (so there is no smooth movement but skipping in steps)

#

and you would need to overlay 2 UV animations (not sure if thats already possible?) - one for X one for Y

full quarry
#

unfortunately UV animations cant jump offset it seems

#

they scroll smoothly

severe rune
#

Guess you need to do that with script anim source. Unless you can script in rvmat? Like.. adding a "round" to the time float

silver gull
#

considering animations are broadcasted over network, this seems like a bad plan

full quarry
#

Reyhard did not manage to find solution to it either

#

doesnt mean necessarily that there isnt any

severe rune
#

For one that sounds interesting. Tho if reyhard couldn't do it........
Script will work for sure, each frame handler setting scripted anim source on integer increments :/

#

We can do ultra cool model.cfg animations with the max exporter stuff and using direct source.
That ....
🤔
I don't know much about model.cfg animations.
Maybe
from time 0.01 to time 0.999 move texture from 1,1 to 1,1 thus interpolation won't do anything.
then on 1.0 to 1.999 from 2,2 to 2,2 🤔
Need to look at how model.cfg stuff works before I can think about that further 😄

full quarry
#

I tried that with time as animation source so it would scroll indefinitely

#

cant recall if I tried a scripted one

#

jumping like that might even work though

#

so the animation would have to be run once on game start

dusk blaze
#

Tall or wide? Is it better to make a 512x1024 or a 1024x512?

#

I've read in the past, and with other engines, that wide is less efficient - something that the first number allocates a predetermined file size, thus making a wide image only half effective

full quarry
#

I think both are used in Arma vanillla stuff

heavy apex
#

So I have got most of my cockpit done texture wise but wonder how to make night time indicator illuminating text.

#

That is just the CO on it for editing purposes so,...

tired vortex
#

does anyone have a way to view the the tanoa map textures or have a sample config file for the tanoa map textures. i can't seem to extract and see the way it is set up.

#

please @teal scroll to get my attention regarding this

frigid escarp
#

@tired vortex SAT/MASK or surface textures from Tanoa?

tired vortex
#

surface/ground/ building

frigid escarp
#

@tired vortex you should be able to deduce the texture names from cfgSurfaces, the common naming schema and the path from the pbo name and common naming/path schema

#

if you would then set up fake structure on your p drive with dummy files

#

or you could try to extract the data via loadFile or config includes and export the data

full quarry
#

@tired vortex set up your P drive with the steps in PMC wiki tools setup guides

brave wedge
#

Howdy, texture makers. I am currently just doodling around with a face, trying to make a facepaint. However, all my colors turn out kind of faded / odd, even though they are pretty solid in the photo editor. I.e. an area that is close to pitch black turns out kind of purple-ish.

#

What can be done to circumvent this?

silver gull
#

propably the skin shader that does this ? its not quite straight forward

brave wedge
#

Could be? It's just a custom face, I'll see how this next attempt looks, I made the colors more... "Solid".

#

It's just that the colors translate kind of weirdly, which is a shame, but eh. It'll work.

full quarry
#

the skin shader indeed is combination of many things

#

how are you trying to use the texture?

silver gull
drowsy oak
#

does anyone have a texture template for the RHS hmmw?

frozen blade
#

there is no such thing

#

we didn't release, nor plan releasing templates for any of the RHS content

#

@drowsy oak

drowsy oak
#

so how do people do their retexturings for them then?

lofty dock
#

Rip the texture, draw over it?

silver gull
severe rune
#

I always thought retextures were done with the original texture as a transparent background template thing, and then you just create new texture ontop of it

silver gull
#

only if you make a complete redo. Most people dont have the skills to do that, instead they just recolor stuff in a psd that was supplied to them...

severe rune
#

Well. What I wrote above would be the correct way to do it ^^
The retextures in my unit have also been made by just slapping a pattern over the original with some transparency

nocturne lake
#

doesn't really work so well if the original diffuse texture has a camo pattern on it

#

99% of the retexture templates in the community are user generated anyway rather than source .psd etc. Tend to be made by converting the normal map to a kind of greyscale diffuse shading map/cavity map etc., overlaying the ambient occlusion map, cropping details from the original _co that one might want to preserve (like bare metal parts that will be the same on all retextures)

#

often need to repaint mud and general wear etc.

severe rune
#

Sometimes I think it would be nice to just make a tool that lets you import p3d into substance, but sadly we have too many bad guys to ever make such a tool public. Or even public-ish

#

There's probably some guy sitting in his cave with such a tool, and doing some sub-par retextures for his unit. But he knows that the world couldn't cope with it.

silver gull
#

i consider that a hint...

full quarry
#

If only people we awesome to each other.

pale bough
full quarry
#

what resolution texture are you making there?

silver gull
#

why spend 10h on a rifle model if you cant be bothered to spend 1h on proper UVing and in turn make a shitty texture because of it ?

dense peak
#

true

#

2k

#

well

#

mainly because due to it being my first bigger project tthe topology is kinda awful

#

and i want to move on from this project and start something else with the knowledge i gained

silver gull
#

hokay🤷

dense peak
#

ill probably return to it some other time

#

plus i told someone i would try to make something

#

and its for a mod im pretty excited about

still elk
#

Does anyone know what tools Arma3 USES to make the texture of the model

#

Or how is it rendered🤔

grand warren
#

Internal Tools afaik

silver gull
#

arma doesnt MAKE texture

still elk
#

Okay

severe rune
#

please explain what you really mean

still elk
#

Bringing pbr-rendered models into Arma is always disappointing😂

full quarry
#

Totally different texture pipeline than the current pbr metalness etc workflow

#

Arma uses older diffuse, specular, normalmap combination

#

And it does take quite a bit of work or proper export settings to get close to what you might see in PBR render

still elk
#

confirm👌

shut sparrow
#

there must be some guides to convert textures from pbr to conventional workflow

full quarry
#

depends what programs you use

#

I recall theres export settings for Substance Painter for example that are quite good

tight tapir
#

Anyone know of any good Caesar BTT templates?

pale bough
#

Doesn't arma 3 samples come with a template for it?

spark shore
#

is there a difference between UV maps and Bump maps?

severe rune
#

yes.

#

they are completely different things 🤔

#

bump map (normal map) is a texture
UV map is the definition about how the textures are applied to the model

spark shore
#

I think I understand

#

I'm not so sure anymore of which of the 2 gives the effect of fake 3d

severe rune
#

normal map

severe rune
#

#arma3_texture == #particle_makers :D
Can someone explain me what the forcedInitialOrientationDir particle vector does?

frigid escarp
#

@broken idol or ALIAS#3048 might know, or reyhard as usual 😛

dense peak
#

bump map != normal map

#

bump map has one channel

#

normal maps have 3

#

arma only has normal maps afaik

#

but they both create an illusion of displacement

broken idol
#

@Dedmen IIRC forceInitialOrientationDir forces the SpaceObject particle orientation, before this addition the particle was always created with random orientation.

severe rune
#

Thanks. Sounds reasonable 🤔

tight tapir
#

Totally forgot to check there, will check when I get home.

oak cedar
#

Hey folks, We are trying to clean up a old pack of uniforms we made for a unit. We just want to repack it and remove some uniforms we no longer use, everything works fine on one build but when we pass the mod to another user to test, they are getting tons of missing textures.

#

Really, I am just looking for advice on how to troubleshoot the config.cpp and get some info as to what may be happening.

#

If we missed textures or models in the move, or if it's something else.

#

When equiping some uni's the player model simple vanishes.

severe rune
#

have you checked whether the missing textures are actually in the pbo?

oak cedar
#

Should I be getting logs for the missing textures?

#

I am only testing by loading it into VA from main menu, and seeing if I can use them in Arsenal

#

If I could get logs or something telling me X texture or p3d not found, that would be awesome.

full quarry
#

Pack with pboProject

#

@oak cedar

oak cedar
#

instead of the a3 tools one?

#

I will try and find it now

full quarry
#

yeaaah AddonBuilder packs what you give it. If your stuff is not 100% correctly made, it wont tell you. but it will be broken in game

oak cedar
#

ahh

#

Okay

#

Can you maybe get me a link

#

I ended up on mod DB from the BI wiki

#

Mikeros?

#

Getting this when running, uninstalled and reinstalled.

severe rune
#

you need to install depbo too

oak cedar
#

Oh, do I HAVE to have a pdrive?

#

It's not letting me select my folder.

#

Found the settings

severe rune
#

no

full quarry
#

youre making addons without P drive?

#

I mean sure you can, but basically no one can debug your issues if you go against the common procedure

oak cedar
#

Yeah this pboTool

#

won't let me hit the crunch button

full quarry
#

yeah i think it wants you to set up the development environment correctly

#

if youre packing stuff without P drive I wager the problems with the texture paths come from that and from the fact that you got all the basics messed up

#

PMC wiki has steps to set up P drive and tools in easy and fool proof way.

#

you will want to follow that to the letter

#

and youll be on your way in a jiffy.

oak cedar
#

hmm

severe rune
#

I'd recomend DokanPbo for pdrive.. saves you like.. 40gb of disk space

#

@oak cedar the textures that you are missing, are they in your own pbos?

oak cedar
#

They should be.

severe rune
#

double checked pbo prefix?

#

did the user with problems load the pbos?

oak cedar
#

They are just a group of retextures, they worked before we removed some older ones.

severe rune
#

did you unpack the actual pbos the user had, and checked that the textures are there?

oak cedar
#

So we removed a pbo that had old stuff

#

took two things from the old pbo, merged it into a new config

#

and tried to pack it.

#

Now everything is broken (no models at all showing) so my first guess was pathing.

#

Whats' weird is the output I did get from pboProject is even less helpfull

#
WARNING***:lod 1: trailing space(s) detected in property 'lodnoshadow  ' = '1'
WARNING***:lod 1: trailing space(s) detected in property 'autocenter ' = '0'
WARNING***:lod 1: trailing space(s) detected in property 'odnoshadow ' = '0'
WARNING***:lod 1: trailing space(s) detected in property 'odnoshadow  ' = '1'
WARNING***:lod 0: trailing space(s) detected in property 'lodnoshadow ' = '1'
WARNING***:lod 0: trailing space(s) detected in property 'lodnoshadow  ' = '1'
WARNING***:lod 0: trailing space(s) detected in property 'autocenter ' = '0'
WARNING***:lod 0: trailing space(s) detected in property 'odnoshadow ' = '0'
WARNING***:lod 0: trailing space(s) detected in property 'odnoshadow  ' = '1'```
#

searching for those props returns nothing in the config / mod I am trying to pack

#

Does anyone know what _generalMacro is doing?

severe rune
#

they are model properties

#

means properties in your models are broken

#

odnoshadow isn't even a property at all. It's missing the l at the start

oak cedar
#

What would cause them to break moving from one pbo to another?

#

Missing / Corrupt texture headers?

severe rune
#

nothing

#

they were probably wrong the whole time

oak cedar
#

Oh

#

So that's not the culprit then.

#

Sucks it don't tell me which model we broke.

#

Now I have to look through all of them.

severe rune
#

maybe check logfiles, they might tell you more

oak cedar
#

I figured it out

#

mod/addon/PBO_ROOT/data/sub

#

within the config.cpp, I was looking for 'data/sub' instead of 'PBO_ROOT/data/sub'

#

Thus, no textures found.

full quarry
#

what kind of help?

severe rune
#

uh 🤔

#

afaik you are not even allowed to use "the yurapetrov" mod. so....

#

And for sure not port them to arma 3

full quarry
#

@normal mist delete that

severe rune
#

Can

#

but not about modifying mods illegally ported to Arma 3 without permission

full quarry
#

that mod is forbidden to use

nocturne lake
#

The guy who made it, said no

full quarry
#

CUP has some I believe

#

but you can only retexture stuff

severe rune
#

RHS too I think, quite sure

#

But either of these you should only touch if you know how to make retextures correctly. without actually modifying the original mod

#

Arma 2 data files probably has a blackhawk too right? it has to..

tidal fog
#

It does

arctic owl
#

hi im trying an experiment with my terrain texture and learning how to use gimp. by some chance can anyone tell me if theres a tool that would allow me to fade one layer into a second one? as im trying to trace something from from my second layer onto my 1st . sorry if that sounds oddly confusing im just spending a bit of free time trying to learn image editing 🙂

fading shard
#

You could lower the opacity on the first layer so you can see the second layer and then trace it, once your done increase the opacity back to 100% and Bob's your uncle @arctic owl

arctic owl
#

thank you !!!

timid nebula
#

A guy who made a Finnish M62 Uniform for DayZ has said that it can be ported to ARMA 3 as long as he gets the proper credit. Since there's no image posting option, you can DM me to see the permission screenshot. Is there anybody here who might be able to port it over?

nocturne lake
#

If it's just retextures for a DayZ model that doesn't exist in Arma, it can't be ported

severe rune
#

I expected dayz to have a different skeleton and also not the old uniform==body method anymore. Don't know tho

hazy mauve
#

Hey so i decided to be really smart and work myself past the state of exhaustion and stright into delerium. Basically i was painting on gimp until i suddenly doze off and jolted myself awake (im weird like that) i believe when i jolted myself awake that i might have hit a key on my key board or something because now when i paint i need to go over the same area 3 times until it is the color i want it to be. Ex: 1st time i make a green line , its green but visably transparent 2nd time its about 50% darker but not quite a solid color and 3rd times the charm its a full green color. I have no idea what i did to cause this but does anyone happen to know how i can fix it?

severe rune
#

you probably set the transparency of your brush

lofty prawn
#

hello! Could anyone help me with breaking up textures for pockets etc on textures?

#

people have told me to do so but i don't know how to do it. I use Gimp

#

Here's the texture i made

#

(Yes i know there's a line near the middle there)

full quarry
#

What do you mean by breaking up pockets?

lofty prawn
#

I figured out how to do it. thanks though GWsiraMeguThumbsUp

zinc vessel
#

Hello, fellow modders! Would someone here be willing to run Mikero's "DeTex" on 3 texHeaders.bin files for me -- or otherwise unbin them? I can send them straight to you by PM.

This is for a retexture for which I have full permissions as part of my unit's mod (https://github.com/Eutyches/Praetorian-Security-Operations).

#

P.S. If you would like a little something as a way to say "thank you," just ask. This is the only time that I have ever needed access to Mikero's premium suite, and I strongly doubt that I ever will again.

full quarry
#

you dont need to touch those files for retexturing

#

you just need configs that point to different texture files using hiddenselections

#

@zinc vessel looking at your git description you are already borrowing stuff without permission.

#

and jonzies stuff is more than questionable

zinc vessel
#

Negative, HorribleGoat. The only assets in the mod that fall under that category are tweaks to the Military Gear Pack, but we intentionally require subscription to that mod on the Steam Workshop. Jonzie has a CC BY 4.0 license for all of his work.

#

But thank you for the information about retexturing.

full quarry
#

doesnt matter what jonzie has lisenced his stuff with if his stuff is ripped from other games

zinc vessel
#

Oh, I genuinely had no idea. I will address the matter stat.

#

Thanks for that information.

Man, transparency is key.

#

May I ask what your proof is? That way, I will know what the problem is exactly and how to address it. Feel free to switch to private message, since this may not be the best use of this group chat.

full quarry
#

been years since that stuff was discussed. so no

#

also this part is troublesome

#

if you have no permission. you dont touch stuff

#

this is not the right way to do things

#

and if you ask someone to permission to retexture, that generally means you use configs and hiddeneselections to do it, not haxxing the models

#

just so that its clear

zinc vessel
#

Well, thank you.

I will address the Jonzie situation. I have not been involved in Arma modding for "years" -- only about 1 year, and only more seriously for a month or 2.

I never understand why folks feel compelled to be rude to newcomers, especially those of us who openly strive to follow proper protocols.

full quarry
#

Dont mistake my bluntness to rudeness. Youre just not first one to make mistakes so its faster to get to the point.

#

this stuff comes up evernow and then

#

so just to summarize, retexturing in general is done with configs and hiddenselections and is totally nonviolative to the original work. You just need to load the original mod as a dependency and thats it.

#

theres pretty much just 1 thing in RHS out of all mods that you cant retexture like this without even asking. because the said non violative means

#

but its of course polite to ask

#

if source files are released for editing then those can be used according to their licenses but uploading to Steam workshop will still requrie the permission of the original maker

#

due to Steam Workshop EULA

zinc vessel
#

Brilliant. Yes, that is what I have done most places.

However, there are some extremely messy configs that we inherited, with horrible file structures and things pointing in 10 different directions. The leader of my group actually purchased Mikero's premium tools just now, and, believe it or not, it looks like, because the configs and file paths are such a mess, having the texHeaders.bin files be unbinned will be helpful for what I have been asked to do.

full quarry
#

then you should be doing a config patch that uses the models and whatnot but does not touch anything inside the original work

#

there is no reason to unbinarize addons

#

if addon is set up for retexturing, then the models have hidden selections set up and those can be used.

#

if not then the orignal maker is the only one who will ever get anyone to debin his stuff if he has lost the orginial files

#

otherwise if he gives you permission to modify the files then you should ask for the original unbinned files to work with

severe rune
#

having the texHeaders.bin files be unbinned will be helpful for what I have been asked to do.
That has nothing to do with what you are doing. you don't need the texHeaders for anything

full quarry
#

it may be you have not had all the information available but this is how it should be done.

zinc vessel
#

Thank you, folks.

full quarry
#

your inheritance class would just need to overwrite the parts you want to change and it can use files from your own set up file structure

#

basic retexturing steps can be seen here

#

bit old but seemed valid by quick glance over

heavy apex
#

has anyone every used the sensors feature to place on texture such as an indicator

#

I have a missile warning indicator that I would like to use the existing sensors information

full quarry
#

place it where?

heavy apex
#

So the standard Jets DLC sensors addon to a texture source in OB

full quarry
#

OB?

heavy apex
full quarry
#

mm what am I lookin at?

heavy apex
#

Have the SENS be drawn on to that indicator

#

its my cockpit to the Pavehawk I am working on

full quarry
#

I dont think thats very easy to do

#

if its possible at all

heavy apex
#

Its ok just wanted to have less static indicators thats all.

dense peak
#

Hey, I know this might be a pretty frequent question, but I did look for it and couldn't find it. I know how to retexture an already existing object and duplicate it, however, is it possible to also replace the NOHQ map on the new object as well as the CO map? Thanks

full quarry
#

you dont duplicate objects if you retexture them

#

unless they are your own objects

#

then you can do whatever you want

#

but you can only retexture objects that have hiddenselection configured into them

#

@dense peak

#

so lets go over your current workflow. What is it youre doing?

dense peak
#

I'm extracting the paa textures from an already existing mod item

#

Changing it, then making a config to add it with a different name and the texture I made

#

Then just making a mod with the .cpp and the .paa

full quarry
#

alright then that is the right way

dense peak
#

And the point is to duplicate it in this situation, not giving it a secondary texture

full quarry
#

you can also try the hiddenSelenctionMaterial chaning

#

but I still cant remember if it was fixed

dense peak
#

I know, but it's uniform so that'd remove blood stains etc etc right?

full quarry
#

no, not the setmaterial command

#

theres same kind of array in the config for materials as there is for the textures

dense peak
#

Ok

full quarry
#

but it might not work right

dense peak
#

So that way I can replace the NOHQ?

full quarry
#

no you must replace the rvmat

dense peak
#

Ok

full quarry
#

and there you replace the nohq path

dense peak
#

Ok, but how do I set it to look for the new rvmat?

full quarry
#

in the config...

#

with the materail array I just talked about

dense peak
#

Oh, alright.

full quarry
#

rvmat == material file

dense peak
#

Thanks man, as always. I'll try it out and tell you if it worked

full quarry
#

it might not work

#

cant rember if it was fixed or not

dense peak
#

If it doesn't, how else would you recommend doing it?

full quarry
#

you cant

dense peak
#

Right. Thanks

#

By the way

#

How do I make the rvmat editable?

full quarry
#

by extracting the pbo with correct tools

#

not pboManager

dense peak
#

Ok. Thanks

dusk notch
#

whats the best file format for a mask and sat image? jpg, png or bmp?

full quarry
#

bmp or tiff are the fastest

#

jpg is not good for any texture work

#

png is nice since it takes a lot less disk space

#

but its slower to process

dusk notch
#

thank you goat man

obtuse current
#

hi!!!,
which is the best option to make the mask?
it becomes very complicated to paint a very large map by hand, Is there any way to make it automatic?

full quarry
#

@obtuse current what mask?

#

if youre referring to terrain mask then best to keep terrain related questions on #arma3_terrain

grand warren
#

Ask jim carrey. He knows a lot about the mask

obtuse current
#

surface mask??

#

ohh sorry

dusk notch
#

@obtuse current do you have qgis?

#

you can also make a quick one in l3dt, it wont be totally accurate but itll get the job done if ur not too texture picky

obtuse current
#

@dusk notch im using it, is really nice, thanks!!

plucky onyx
#

I'm using the Ian Banks shader in Substance Painter and copying over all my RVMat settings into the shader settings. However, it looks much brighter in SP than in Bulldozer. What could I be missing?

#

It's mostly pretty 1:1 and I'm impressed otherwise 😛

severe rune
#

I think the default lighting configuration in buldozer might be different than the Arma terrains that you're probably playing on

plucky onyx
#

ahh so I should really check it in-game to be sure

#

it's like 2-stops brighter in SP than Bulldozer

severe rune
#

you can select the lighting mode in SP in the shader settings

silver gull
#

lighting settings for map can make significant difference - Altis looks much more desaturated/ flat because of lighting compared to VR map or Tanoa.

plucky onyx
#

Wow yeah, Bulldozer is way darker than most maps

#

SP + Ianbanks shader looks pretty bang-on to Livonia for example

#

matching position of key light as best as I could

silver gull
#

is that a plane with flesh hull and a scar/mouth on the wing? wtf 😄

plucky onyx
#

lol great for checking appearances of textures tho

#

not the real texture

#

it's a default material in substance

full quarry
#

id wager its as close as you can get it between studio and game lighting

#

theres always some differences

#

since they both render in different ways

#

and have different lighting

drowsy oak
#

i made a reskins for the aaf uniform

#

how do i try it out?

full quarry
#

possibly with the setObjectTexture command

#

or by creating a new unit config for it that inherits from the original and then replaces the hiddenselection texture lines with your new textures

drowsy oak
#

i got it working

brittle cosmos
drowsy oak
#

are there templates for the apex helmets?

#

or even the normal combat helmet

full quarry
#

if you have not found any, then I doubt there are

drowsy oak
#

😦

full quarry
#

There is always the possibility that you make some yourself from the vanilla textures.

drowsy oak
#

i have a texture for the RHS 6b13, what do i have to do to retexture the vest ingame?

grand warren
#

Some rhs stuff is not to be retextured. Read the license

full quarry
#

vests you cant retexture in game, you will need to write a config with new class that uses your new texture for them

pale bough
#

pretty sure all vests are free game for retexturing, as far as I know the only RHS things you are not allowed to reskin are a few uniforms

severe rune
#

Creative Commons Attribution-NonCommercial-NoDerivs 4.0 Unported License
No derivatives basically == no texturing.

#

Generally.

#

But

drowsy oak
#

@full quarry how would i go about doing that? i have no experince of configs or addons

full quarry
#

I think there are some basic tutorials on BI forums and/or on the BI wiki

#

and also the Arma 3 Samples on Steam have example configs for most things

drowsy oak
#

ah nice

frozen blade
#

@pale bough note that we tolerate retextures, we do not allow it

pale bough
#

same difference

drowsy oak
#

if it bothers you guys, i can totaly use some other armor. i really appreciate your work

frozen blade
#

that actually means you do this on your own risk = we can always drop a hammer

#

we have done it before

silver gull
#

how do you qualify for getting hammered? ^^

nocturne lake
#

Removing credits/watermarks that might be in the void UV space, etc.

dense peak
#

@frozen blade what is forbidden besides ACU and M61s?

versed nacelle
#

Simply read the EULA if RHS... It's all there

versed nacelle
#

I've got a very strange problem...
At the moment I have several models which use the same textures and they all show up correctly.
However, if I add another (new) model, with the same textures, they all turn up blue in-game.

silver gull
#

you have reached your free account texture limit, have to upgrade to premium 😛 sry no clue what the issue is. Blue/different tint is generally associated with non-powerby2 resolution textures, or alpha blending (depending on what kind of blue)

versed nacelle
#

The textures/rvmats are correct, since they work without a problem.
But the moment I add this new model they all break...

#

I can see the correct texture under the blue, so perhaps it is something wrong with the rvmats and the alpha...

severe rune
#

them all breaking definitely tells me either some tooootally weird user error. or its above my level

versed nacelle
#

99% of computer errors are caused by the user 😉

#

1% by the programmer

#

ok... I've changed the PixelShaderID and VertexShaderID in .rvmat, and now they all show up correct... Guess that these values were never updated before (after changing them in the past), and now did...

full quarry
#

How many models is there with the same texture?

versed nacelle
#

4 models which have the same textures, only rvmats are different (due to shadows)

full quarry
#

What shader do you use?

versed nacelle
#

no idea 🤣

#

or do you mean:

PixelShaderID = "Super";
VertexShaderID = "Super";
PixelShaderID = "Detail";
VertexShaderID = "Basic";
#

the "Super" were originally in the rvmats, and I changed them to "Detail/Basic", which worked

#

After the blue issue, I changed them back to "Super" and it works again

full quarry
#

what are you packing the addon with?

versed nacelle
#

Mikero tools

#

PBOProject to be exact

hard basalt
#

Hey, think this is a texture related issue, on a house I have made when I look through the glass out the glass effect seems to be ok however when I look through the window at custom textures I have made the glass effect seems to go, was wondering if I needed to do something like add a rvmat to my textures or something, any help would be appreciated. https://gyazo.com/8c06ebed78becdbd0dcc978aac4f3191

full quarry
#

Yes you need rvmat to get glass looking surface

hard basalt
#

I have a rvmat on the glass texture, do I need it on the other textures or should it just be the glass that needs a rvmat?

full quarry
#

well all surfaces benefit from an rvmat so that they actually look good in game

nimble field
#

I've just put together my first helmet mod and the textures in game come out as a jumbled mess - any ideas what the possible cause may be?

full quarry
#

that a new helmet model or retextures?

#

what did you pack the addon with?

#

textures correct resolution?

nimble field
#

my own model and packed it with addon builder

full quarry
#

I would recommend Mikeros tools and PBOProject for better build debug

#

addon builder basically lets through anything so the issue can be everywere

#

did you test the textures in buldozer?

nimble field
#

Ok I'll give that a look, it was all fine in surface painter and exported correctly, but yeah nailing quite what's happened between there and the game is not easy ^.^

full quarry
#

did you test it in Object Builder/Buldozer?

nimble field
#

ah yeah, just noticed they're screwed up in there too.

full quarry
#

you might have multiple uvsets on the model for example

#

Arma uses UVset0 for all textures

#

and UVset1 can be used for alternative unwrapping for special texture layers in the rvmat file

nimble field
#

Got it fixed, you were right, somewhere I'd shrunk the textures. Thanks for the help 🙂

dusk blaze
#

Just a quick check. I'm using ImageToPAA to convert textures. Sometimes it's for mass converting, and sometimes it's for one or two or just a handful. Is this way the best? Are there any other ways that don't Texel-ize the textures quite so much? I can try to increase the noise, but I still want to know if there are better options.

dense peak
#

@dusk blaze I use TexView 2 when I need to convert individual images to .paa and when it comes to bulk conversions I use ImageToPAA

pale bough
#

Texel-ize?

severe rune
#

Yeah pls explain what you mean by texel-ize and "quite so much" ?
ImageToPAA uses TexConvert.cfg which lets you configure conversion settings

nocturne lake
#

I imagine he means the compression algorithm

dusk blaze
#

Texel-ize... might be a Scot-ism, now that I think of it. It's the clumping and averaging of pixels in a set of 16 (4x4), or texel. When pixel variations are subtle, they can average out within the texel, creating the misperception of a low res texture mixed with a high res.

The problem gets compounded when texels themselves begin to look clumped into even bigger blocks. A good way to fight it is to use a noise overlay to ensure a texel has a better chance of picking distinct colors. In diffuse, you'd use a color noise, and in smdi you'd use grayscale noise for the G and B channels, each (although I find using in just G has better results). The downside to using noise is that sometimes you might need a solid color for the best look, so it's a huge compromise.

#

It seems I'm using inaccurate terms to describe my understanding of what's going on. I can't find the pages that first explained all this to me, atm. @dense peak That's the way I've been doing it since 2013. I just wanted to quick check if it was still the preferred way, just as using Addon Builder/Breaker is not the preferred way. Is there a Mikero tool that automagically converts TGAs during the binarize process, with better results preferably?

severe rune
#

The compression method is the same everywhere, as Arma uses it internally. So everything should produce practically the same results

stray relic
#

@dusk blaze You have no choice with the tga to paa compression unfortunately and it is quite aggressive, especially problematic on dark textures with surface detail such as gun metals where you can get purple blotching. If you use _co tga's in your p3d (so that you can see the textures in Object Builder), you can just throw them into your data folder and pboProject will convert them to paa's automatically on build, if not present already. (_smdi, _as and _nohq need to be converted manually either by tex2view or imageToPaa).
One way around the issue is to move your surface detail (scratches etc) to an _mc layer, referenced in the rvmat stage 3.

dusk blaze
#

I've looked at that layer, but never used it. So is the _mc basically just a diffuse overlay, or does it have some lighting properties, too?

stray relic
#

I'll quote from the wiki, as I can't claim to be an expert


Macro texture contains alternative data to basic texture. Representation of basic texture and macro texture for given place is selected by macrotexture alpha channel (1 means only macro texture , 0 means only basic texture). RGB is calculated as LERP with basic map. Detail map is applied on the end (last) thus overlay original and macro map.```
#

If you are using Ian Banks Substance Painter thingy, it can output _mc layers for you.

severe rune
#

referenced in the rvmat stage 3
depends on shader

stray relic
#

yes, true - super shader

silver gull
#

apply some noise, add sharpen filter -> less compression issues.

frozen blade
#

this ^^

dense peak
#

How are textures for weapons and vehicles(assuming the model is premade) Any recommended programs/tutorials?

#

Dont know if this is the right channel correct me if im wrong xd

pale bough
#

how are textures what?

dense peak
#

sorry brain fart

#

Textures made

pale bough
#

Ah

#

Well as far as I know, Substance Painter is used by many, including BI.

silent onyx
#

substance painter,photoshop

#

Substance Painter is the better option makes it alot easier to make textures if you have a model with the correct uw's

silver gull
#

apropos substance painter... they will phase out the option to "buy out" of your subscription fee and get a perpetual license when you cancelled. October 2020 i think is the nail in the coffing. From then on, its subscription only. As was to be expected from adobe 💩

somber pier
#

@silver gull Let me guess, that sub is going to be like $199 a month or someshit in good old Adobe fashion?

silent onyx
#

i pay 24.88 $

acoustic dove
#

its 19.90$ monthly under indie licence

silent onyx
#

19.90 without VATS so depending on the country mine was 25%

acoustic dove
#

oh ok but still you get all substance programs so its still worth it

silent onyx
#

yep its all worth it if you use it alot 😉

acoustic dove
#

of course why else you would want it 😄

silent onyx
#

🤔 😄

acoustic dove
#

if you want to just test it , you got a 30 day trial

silent onyx
#

yep 😛

lapis anvil
dense peak
#

@silent onyx is it basically a wrap that you retexture? Not sure tbh

silver gull
#

well it is now... there is no guarantee that it remains at 25. Value of product stays the same, price increase when big corps swallow a smaller studio

cosmic tundra
#

Hi I need help editing this custom building. There are some things on the building I’d like to remove. I don’t know how to remove it. I haven’t made the building and I’m new to Arma 3 developing. Does anyone know how I’d remove an object from the building?

silver gull
#
  1. you ask the original creator if he allows such modification
grand warren
#
  1. you invest a lot of time in tutorials on your favorite 3D software to get the basics of 3D modeling (i suggest blender)
cosmic tundra
#

@silver gull @grand warren Ok thanks. Also he has given me permission. I just don’t know how to make the building go in blender. Sorry that sounded confusing

grand warren
#

if you have permission and the unbinarized source files, arma 3 toolbox for blender

cosmic tundra
#

@grand warren Idk man he said I have permission to do anything with the files. The kind of files I have are pbo and bisign or something like that files

nocturne lake
#

You can't make model edits with those kinds of file. You need unbinarised .p3d files

#

The .pbo most likely contains binarised .p3d files which can't be opened by the tools

prime olive
#

Hey guys, I'm just wondering if there are any public guides on how to create materials for your objects. Seeming I have managed to create some texture maps from my base texture, however I have no idea how to really configure them into an rvmat.

stray relic
prime olive
#

Thanks!

cosmic tundra
#

in arma 3 object builder how do i move around

#

like with my mouse

#

to see

#

Idk if people understand what i mean

stray relic
#

@cosmic tundra In View > Projected:
Mouse scroll wheel to zoom (or Alt + Left + Right mouse buttons)
Alt + left mouse button to pan
Alt + right mouse button to rotate

cosmic tundra
#

@stray relic When I click projected nothing happens?

stray relic
#

Projected is the 3D view. You may already be in it. Try clicking View>Front and see the difference.

cosmic tundra
#

@stray relic ahh i understand im in projected rn but i cant move around with my mouse for some reason...

storm dune
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Hi guys! So I'm having issues with a destruction rvmat on my object. I'm testing with a rvmat I haven't done myself. (Pointing to one of the base game with setobjectmaterial) when I apply it to my object the change is barely visible (I only see it because I'm looking at the object when executing from the console) same rvmat applied to a different object works fine. My model cfg and hidden selections are correct applying other textures works fine) any ideas ?

ebon plinth
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Hi, how can I change texture of ebo/zbo packed models, this packs encrypted and I can not see UV map or currently used texture.

full quarry
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With lot of patience and trial and error. You can't see the uv layout on PBOd models either. The textures do help with the quessing though.

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@storm dune I'd suppose that damage rvmat is not designed for your object.

storm dune
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@full quarry it's not indeed but in one of the stages of the rvmat for example there is a rust texture if I just apply it to the object with setobjecttexture it covers the whole object. So it should still show in the rvmat correct? I don't know much about rvmat isn't there like s generic damage one can use?

full quarry
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Well setobjectmaterial command does not work if the said material is not present on the model when it's binarized

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So it may not behave as you think.

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Best approach would be to actually configure the damage texture system and use it for testing

storm dune
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I have with same results

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Also setobjectmaterial does work as long as a material is set on the model

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I mean set a material to the object when you binarize then change it with set object material

storm dune
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thing is doing this:
cursortarget setObjectMaterial [0,"\a3\data_f\destruct\default_destruct_exterior.rvmat"]
On vanilla vehicles, works no matter what the vehicle, while it doesn't work on my object (i mean the aspect does change a tiny little bit but nothing like what it shoould

full quarry
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perhaps your vehicle is lacking something