#arma3_texture

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grand warren
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... a goat... it's lacking a goat!

full quarry
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possibly

storm dune
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Perhaps it's in the way /order I apply the rvmat

storm dune
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hey for the record and anyone having the same issue it came from the fact that I didn't use the same shader type in the base rvmat as in the rust texture

full quarry
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That would mess up things yeah.

storm dune
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I had no idea I really suck at Rvmats, anyhow thanks very much for your help!

humble badger
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If I were to want to retexture a parachute for my unit, how would I do that?

full quarry
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You would first need to check if parachute is configured for hidden selections and can be retextured. Then you would draw the new texture and make a new config for the new object that uses your new texture in the hiddenselections texture config parameter.

finite pendant
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Hi there, I am trying my hand at vest modding. I was able to pack my paa and cpp files into a pbo and load it into the Arma launcher as a mod with no errors. However, after starting the game, I don't know where said vest is. I can't find it anywhere in the loadout editor.

versed nacelle
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that sounds more like a config issue

full quarry
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Arma 3 Sample contain character and gear on steam and all good reference point.

urban bay
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Has anyone had this problem before? https://imgur.com/a/0qDROHd I made this model with blender 2.79 and textured it in substance painter. It seems to take the dominant colour of CO and/or CA file and apply to the whole model, the other texture details are missing as well. Its like this in bulldozer. The png's and paa's are correct in Windows 10 Photos and BI's Texture Viewer. I went back to the previous modelling project I completed , changed the textures, and packed it and it turned out fine.

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Oh also, I put the packed file on a different computer which didn't have Object Builder, Blender, and Substance Painter and it still showed incorrectly like in the link. I also tried it with an rvmat from a successful model that predominantly featured fabric and an rvmat given by another modeler, the model showed incorrectly in bulldozer and in game as well.

full quarry
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Wrong uvsets

urban bay
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@full quarry Thankyou, turns out the name of the uv map for the model I made and the name of the uv map for the proxies and hand/legs from the character template were different. They have to be the same name to merge into one uv map when the objects are merged with ctrl+j. https://imgur.com/a/hnWySKS

hazy relic
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Im struggling to find face templates, anyone know if the Livonian faces from contact are available somewhere?

hazy relic
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and I guess the transparency problem isnt fixed

full quarry
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Not available. The vanilla face textures are available in the properly unpacked A3 data/development environment P: drive.

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What is "the transparency problem"

hazy relic
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@full quarry Can I link to imgur?

full quarry
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Sure

hazy relic
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The "hair" dosent show at all cause of something in ArmA making it transparent, the problem have apparently existed in most ArmA games and apparently the problem is the rvmat, but the fix seems to be gone

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Okay, I found a download link that works, idk if it fixes the problem cause it seems to be aimed towards making a face mod and not using the custom face feature

hazy relic
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Okay

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So that download fixes the problem

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I need a mod to fix something Bohemia should fix and the mod is 5 years old

full quarry
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It's not a bug. The face/skin rvmat is essential part of the skin texture and works in combination of your color texture. Basically you are just lacking all the other textures the rvmat would need to properly draw your texture. So yes for custom face you would also need custom rvmat.

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The different layers in the rvmat make up the whole skinshader

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The fix you have there is not a proper fix.

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There is a skinshader explanation page in the BI wiki I recall.

hazy relic
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It fixed my problem thou

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the custom face is no longer transparent

full quarry
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As you wish.

dusk blaze
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I've asked technical questions about 1/2 wide textures (e.g.: 512x1024) before, but I hadn't needed apply them until now. Suddenly it occurs to me I don't know how to make them appear correctly on the model. I think I can figure out the shaders in the RVMAT, but it's the _co texture that baffles me.

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Is there a parameter in the RVMAT which adjusts the _co somehow, or is it in the surface dialog in OB?

silver gull
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substance source has 600 new textures... (since i last looked) lots of architectural from first look

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you adapt your model UV to the new image. Unless it is tiled texture, then use rvmat uv scaling (specific to each stage)

dusk blaze
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oh. That sounds like guesswork

silver gull
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no? you just scale the width by 2

dusk blaze
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in OB's uv editor?

silver gull
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no in your model editor... unless you are really desperate

dusk blaze
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bc the 3ds Max uv editor doesn't have numerical input

silver gull
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it does

dusk blaze
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it just has a bracket

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oh

silver gull
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apply uv xform modifier

dusk blaze
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ah... ok

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Yup that did it. It's just part of those modifiers that get ignored neglected

slim zealot
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Can you open p3d files in illustrator?

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Because I have AI, for graphic stuff, but don't have photoshop.

severe rune
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no

silver gull
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open with notepad, save as utf-8 with .ai file ending - pretty sure it will work

grand warren
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not quite... you are missing some steps:
before saving the p3d as utf-8 with .ai ending you need to open it in n++, navigate to the last line, remove the last two signs, add the first 128 digits of pi (after the comma ofc).

still ibex
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Has anyone seen a texture template to retexture the cbrn uniform anywhere?

silver gull
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unless bi release it, no, because its in ebo if im not mistaken

trim horizon
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does anyone know a material that can only be seen with the nvg? similar to the material of the ir laser

full quarry
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I would say there is none, but could be I just have not found one

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why do you need such?

severe rune
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there is none

trim horizon
full quarry
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yea thats not possible

severe rune
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I made some patches to get that effect, but I just made them emissive, so they also glow without NV

trim horizon
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oh ok thanks anyway

grand radish
full quarry
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doesnt look bad. might just need to drop them in game and see how they fit

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and then tweak them according to how they are

zealous pine
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anyone was able to texture the new Modular vest?

full quarry
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Does it have hidden selections?

zealous pine
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idk

pale bough
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it does

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some people have also been able to reskin it already

full quarry
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If it has hiddenselections then it can be retextured.

zealous pine
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but how can i get the template

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like the original texture

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to retexture

lofty dock
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You don't need that to re-texture it.

zealous pine
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wdym

lofty dock
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You could make a blue square and apply it as a texture to that object based on a hidden selection.

zealous pine
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whats the default size or avg?

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average

lofty dock
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Square.

zealous pine
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nvm got it

verbal briar
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how do i make sdmi and as textures for my rvmat

full quarry
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AS can be made from ambient occlusion bake

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SMDI combines different things on different channels and is more difficult to generate

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depends a lot on what tools you have and what workflows you use

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if its retexturing then youre quite screwed

verbal briar
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well I have been making a new model from scratch and wanted to make sure i gave the model all the justice it deserves. I know how to make normals and have PS

full quarry
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do you bake normals from highpoly model to lowpoly model?

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if yes, the same workflow can be used to bake many different kinds of textures like the Ambient Occlusion for AS and possibly even things that can be used to create the SMDI

spark shore
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I've been trying to use setObjectTexture but when I call my image I get an [imagename] not found error
I've tried with both paa and jpg

full quarry
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you should use .paa

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and where is it located?

spark shore
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in the mission folder
shoul I make a sub folder?
if yes should it have a particular name?

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@full quarry

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I think I should note that I'm trying to replace a texture of a vehicle

pale bough
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are you including the filetype in the setobjecttexture thing?

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it should be like setObjectTexture [0,"texture.paa"];

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that should work if texture.paa is in the mission root

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which is the same place as where the mission's sqm is

spark shore
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yeah done all that

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only thing that could be wrong is the image itself but I literally took the paa modified it, and converted it back

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I even tried to use a different version of the texture already present in the mod without any changing, and it still told me it couldn't be found

spark shore
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so the issue was I'm using the wrong method to call the image
tried calling directly from my computer and it works
need to find a way to call it from the mission file so I can export it and make it into a pbo

severe rune
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you need to use mission path maybe

severe rune
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for mission folder you might need to.... We just talked about exactly that above with Sanchez, just reread that conversation

brave wedge
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Oop, I'm a retard, sorry. I noticed what I was doing wrong, I'll delete my post to prevent clutter.

knotty atlas
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can somebody explain nopx to me for texturing roads for a map

full quarry
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Nopx works only on ground textures.

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Not on objects

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(roads are objects)

knotty atlas
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so why do some roads have that @full quarry

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wait, im thinking of nohq

full quarry
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indeed

knotty atlas
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what is the importance of nohq and smdi,

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im srtuggling

full quarry
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the add the illusionary depth to the texture

knotty atlas
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are they needed

full quarry
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well no if you want your road look like plastic

knotty atlas
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okay, i wasnt sure if that was effecting the ends of my roads appearing differently.

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the end of my roads appear pink

full quarry
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possibly you have some messed up texture there

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or have broken the rvmat somehow

knotty atlas
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is there a "correct" rvmat i should be using for roads

full quarry
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well yes the ones that vanilla roads use

knotty atlas
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i looked into them and they were all binarized

full quarry
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youve set up your P drive wrong then

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and not with arma 3p

knotty atlas
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no i did

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it was because i looked in the game data, not the a3 folder on my p drive lol

full quarry
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arma3p would convert rmvats to readable form

knotty atlas
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ye, i was looking in the wrong place

full quarry
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ah the classical user error

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if only user could be removed from the equation of making stuff

knotty atlas
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true

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to make a NOHQ, im not really sure how to go about that

full quarry
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do you know what normalmap is?

knotty atlas
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yes

full quarry
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nohq is that

knotty atlas
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so if i make the road texture in photoshop

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i can make a normal map in that

full quarry
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yes thats possible

spark shore
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how is @severe rune been fiddling with getMissionPath but I think I'm using it wrong

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how should I phrase it and where should I place it

golden niche
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Is there any guidelines/workflow exist for calibrating color/brightness/contrast of textures to get consistent results ingame. Like "white color should be no more than 128" or "reasonable bottom range of darkest parts shouldn't be less than 15-20"?

severe rune
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getMissionPath + "texture.paa" or getMissionPath + "\texture.paa"
@spark shore

full quarry
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@golden niche nothing in written form Id guess

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too many cooks

golden niche
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That would be my question to devs then

full quarry
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From what I've looked into Arma rvmats etc, there is not that much consistency there either

golden niche
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There should be certain boundaries of i dunno, dynamic range or something

full quarry
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in one asset rvmat valuse can be vastly different than the next similar one

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due to different shaded textures

golden niche
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Feels like they did it in random matter and then tweaked diffuse in rvmat

full quarry
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and then on top of that you have SM/SMDI AS/ADS possibly some MC and so on

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yeah the end look is pretty consistent imo

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but the used material is not that much

golden niche
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But there should be logic in how they interact (multiply/overlay)

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So i assume there should be at least sort of general rules of thumb or guidelines

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Because it's hard to make hundreds of assets consistent with each other without any system

full quarry
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it is isnt it

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lets hope there is something like that

unique charm
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Hello colleagues, I can tell someone a problem: On the map Altis and Virtual Reality, my models display normal and rvmat works as expected. BUT on my own map they do not work ... What could be the problem ???

grand warren
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this might be cause of terrain lighting config differences

unique charm
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here class DayLightingBrightAlmost ?
or differences in configs of a card and rvmata?

full quarry
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Lighting configs are quite more complex than just single values. If you don't know how to set them up it's best to just inherit one of the vanilla map configs and use their lighting.

unique charm
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Thanks guys.I will think what to do with it

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it will certainly be a shame .. to return the bright nights of Vanilla

full quarry
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Well then you may need to learn how to configure them properly. For instance inherit them from one of the vanilla maps and then make adjustments.

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Inheriting them just makes sure you don't miss any essential parameters.

coarse scaffold
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Is there a way to make model only visible in NVG and Thermal? Like some procedural texture or do I have to use script?

full quarry
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Not possible

coarse scaffold
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Ok thanks

full quarry
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Scripted solution could be possible but difficult to make.

dense peak
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By the way, does such material in real life that can only be visible in NVG/IR even exist (apart from heat, but it's not a material per se)?

grand warren
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uhm... physics... you reading this?

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๐Ÿ˜„

dense peak
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Allright, the heat is a matter, not material. Damn, language barrier!

full quarry
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theres materials that reflect/emmit IR light and can be heated. Such thing might be possible to make transparent to naked eye too I guess

dense peak
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Hm, that's interesting. Didn't know that.

stray relic
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@dense peak Glass - many types of glass are transparent to visible light (you can see through your window), but will not pass infrared and may reflect it.

dense peak
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@stray relic Yeah, a glass is a good point (to some extent) as practical example in Arma. But, I don't think this is what River asked about.

severe rune
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a cache of TI
what that?

stray relic
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@coarse scaffold wanted to make a model only visible in NVG/Thermal. Use fully transparent _ca textures, a glass rvmat, but with a 'hot' _ti_ca thermal texture?

coarse scaffold
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@stray relic will try today

stray relic
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I did a very quick experiment @coarse scaffold, looks like it might work in some respects. "Stealth Land Rover".
https://imgur.com/523Cpqc

polar ether
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how the hell do i make a Beret that dosnt look like the trash on the workshop?

silver gull
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you level up first, naturally

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at least to level 15

polar ether
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who wants to get paid to make a beret mod for me?

severe rune
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@cunning flare

reverse engineering it
You wanna read our #rules too?

polar ether
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okay so if i cant pay to have someone do it can i be shown how tto do it myself by someone?

cunning flare
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Didnt mean to imply stealing intellectual property. I should have worded it more like "learning to mod by seeing how other people have done it and emulating it"

full quarry
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No, thats not how it works. You would pick a 3d modeling program like Blender (which is free) or 3DSMax (which is paid) or some other (those 2 being popular ones) and then do research in form of tutorials and manuals on how to use the programs and how to do 3D models.

Then when you know how the progrmas work and some 3D modeling basics, you would move onto game model making tutorials and perhpas cloth sculpting ones since its a Beret you are after. Highpoly - lowpoly workflow is quite common and would work for you here too.

Then when you are ready with a model you would look up steps to bring that model into Arma game model quality (meaning what a Arma model requires to work) and then you would look up how to bring that model into the game as wearable gear. @polar ether

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for many of the first steps you can buy courses of tutoring online or perhaps in local community college (or equivalent)

polar ether
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i just want a mod with realistic berets

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lol

cunning flare
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Do you mean a retexture or creating a new model from scratch?

polar ether
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not a AS degree in graphic design lol

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retexture

full quarry
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Options are quite limited.

polar ether
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the NATO Beret is the right one it just nees US Army Officer ranksmand unit insignias for jr inlisted

full quarry
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The people whos work you just called bad wont want to work with you now. Taleneted people who could do it are rarerly interested in such requests as they are doing their own things

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last resort is to learn to do it yourself

polar ether
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i didnt mention anyone by name

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im not trying to be a dick

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well still didnt cap on any one mod just pointed out that there has been a general neglect of the berets in the modding community for units that arent the 75th SF or SOAR

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or some european military groups

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i see great mods all over and the US ones are in sad shape

coarse scaffold
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Perfect @stray relic thank you for that :)

bright hemlock
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I have the same issue on a vest too and I dont know what to do anymore.

stray relic
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@bright hemlock try removing the hiddenSelectionMaterials from the equation, just changing textures. See if that changes the picture.

bright hemlock
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@stray relic What about the materials then? Not linking them at all or directly inside the p3d?

stray relic
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just use the ones built into the p3d, comment out the hiddenSelectionMaterials part of your config

bright hemlock
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A friend of mine said he had the same issue and when linking the rvmats via p3d it worked fine, using selections only for the textures.

stray relic
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if it then looks ok, you know you're searching for a problem with the rvmat switching

bright hemlock
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Yeah I currently have none built into the model at all. Its the same as he said then. Guess I will have to deal with it that way then. Thanks anyway.

stray relic
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hmm, can't say I've seen many models which don't have rvmat's built into the model

bright hemlock
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Not sure how it is usually done tbh. :D
I thought the whole point of the selections (apart from making retextures a thing) was to make them easily adjustable in case you want to change path/files. So that was my thinking behind that in case I want to use the same model for another mod I can just copy the files over without having to change anything in the model itself.

stray relic
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In OB there is a mass texture rename feature

bright hemlock
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Maybe thats just me though as Im not sure as to what exactly I want to do with it.

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Yeah I know, dont worry. Well thanks for your time and swift respone ๐Ÿ™‚

stray relic
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I'd start with changing that, as it looks like an rvmat issue from the pics

bright hemlock
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It does, but when I had the mats built into the model it was fine (and when not I was using the exact same ones). I'll just put them back into it now.

wicked willow
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Anybody know of a way to open a .p3d in 3dCoat? That way you can texture the model.

severe rune
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you can't

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if you made the model yourself you can just export your model in whatever format 3dcoat supports

wicked willow
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Ok, but you can open it in blender and save as an obj right?

severe rune
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for example

wicked willow
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If I wanted to retexure a rifle from a mod for my own use

severe rune
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You cannot load other peoples p3d's

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so.. you can't

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You can only open source files. So unless you mod is like niarms and opensourced the source files..

wicked willow
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So there's no way to learn how to do any of this, without starting from scratch?

severe rune
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well as I said, NiArms models are open source for example. But you cannot do that with 99% of mods, so if you wanna learn retexturing, you have to learn the hard way without model access anyway

verbal briar
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if I did not want my model to be shinny at all, would I just map the specularPower = 0?

bright gate
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Hi. I'm trying to do a simple retexture of a RHS helmet. However, when I want to try the helmet on in the arsenal, i get a "cannot load texture + path" error. Any idea of what i'm doing wrong ? Here is my config

#
class CfgWeapons {
    class ItemCore;
    class HeadGearItem;
    class H_HelmetB : ItemCore {
        class ItemInfo;
    };
    class Aigle2_French_Helmet_1983 : H_HelmetB {
        author = "Aigle2";
        scope=2;
        weaponPoolAvailable = 1;
        scopeCurator=2
        picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
        displayName = "French Army 1983 Helmet";
        allowedFacewear[] = {"G_Squares_Tinted"};

        model = "\rhsafrf\addons\rhs_infantry\gear\head\rhs_6b27m";

        hiddenSelections[] = {"Camo1"};
        hiddenSelectionsTextures[] = {"Aigle2's 1983 French Army - DEV\addons\french_army\Data\french_helmet_1983_co.paa"};

        class ItemInfo: ItemInfo
        {
            hiddenSelections[] = {"Camo1"};
            mass = 40;
            uniformModel = "\rhsafrf\addons\rhs_infantry\gear\head\rhs_6b27m";
            allowedSlots[] = {801,901,701,605};
            modelSides[] = {6};

            class HitpointsProtectionInfo {
                class Head
                {
                    hitpointName = "HitHead";
                    armor = 6;
                    passThrough = 0.5;
                };
            };
        };
    };
};
grand warren
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first, read RHS' eula and make sure that you are even allowed to retexture this asset. i know that RHS has assets that are not allowed to be retextured, but not sure what those are in particular. next up, your path contains characters that are not allowed as far as i know.
your path is also incorrect. try hiddenSelectionsTextures[] = {"french_army\Data\french_helmet_1983_co.paa"};

full quarry
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Yah, horrible path there

bright gate
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whoa, it worked ! Thanks !

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the RHS eula is in their mod folder ?

frozen blade
bright gate
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ok, retextures allowed. Seems good

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I'm also trying to retexture a radio backpack, but it is not shown in the game.
The following code is in ilbeRadio.hpp, which is called from the config.hpp file with a #include "ilbeRadio.hpp".
Do you guys have any idea what I did wrong ?

The code :

class CBA_Extended_EventHandlers;

class CfgVehicles {
    class TFAR_Bag_Base;
    class Aigle2_French_Radio_1983: TFAR_Bag_Base {
        author = "Aigle2";
        scope=2;
        displayName="French Army 1983 VHF Blade Antenna";
        descriptionShort = "RT-1523G (ASIP) long range radio 20km";
        picture="y\tfw_radios\addons\ilbe\data\icons\ilbe_icon_gr.paa";
        editorPreview = "";
        model="y\tfw_radios\addons\ilbe\data\model\blade\tfw_blade_ilbe.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\french_army\Data\ilbe_french_radio_co.paa"};
        maximumLoad=240;
        mass=80;
        isbackpack=1;
        tf_encryptionCode = "tf_west_radio_code";
        tf_dialog = "rt1523g_radio_dialog";
        tf_subtype = "digital_lr";
        tf_range = 18000;
    };
};
severe rune
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do you have the new classname in your cfgPatches?

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what does "not shown in the game" mean?

heavy apex
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Does anyone know how to add multiple rvmats to the same face for night and day instrument illumination?

full quarry
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you cant

heavy apex
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I know that the A-10 has a night illumination but cant figure it out

full quarry
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they are always illuminated most likely

bright gate
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it is defined in the units[]={xxxxx,Aigle2_French_Radio_1983};

full quarry
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also which A-10

bright gate
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@severe rune

heavy apex
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arma 2 port from the A2SM_Data_APL

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I can see when I open it and select one of the instrauments that it has multiple textures and RVMATs

full quarry
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one surface can have only 1 texture and 1 rvmat

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end of story

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what you think see is not what you think it is

heavy apex
severe rune
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I asked two questions

bright gate
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sorry, this means it does not appear anywhere

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no arsenal

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not ingame

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not in editor config files

full quarry
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@heavy apex those are each different face on the selection you have

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each face can have different texture / material

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but not 2

heavy apex
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ok

full quarry
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so you have to select only the part that is illuminated to see what material it is using

heavy apex
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looks like they made a copy right over top the other one

severe rune
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if it doesn't appear in config files at all, then your mod isn't being loaded at all. @bright gate

bright gate
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other objects from the mod appears

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but not the backpack

severe rune
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You wrote

not in editor config files
so I assume you mean config viewer, if your config is not in config viewer, then it wasn't loaded

bright gate
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the config of my other units and weapons are appearing, but my config for my backpack isn't. And I don't understand why it isn't loading

severe rune
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did you put it directly in config.cpp?

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together with all the other stuff?

bright gate
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I just tried it

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no changes

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I include all the configs in the config.cpp with #include

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but when I put them directly in the config.cpp no change, backpack still not loading

severe rune
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maybe you are not loading the pbo that you think you're loading

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its definitely user error

bright gate
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I'll check that

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@severe rune I changed the way I packed the .pbo, by switching from Arma 3 tools addon builder to PBO Manager. Here is the error I get when launching now

full quarry
#

. . .

bright gate
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CfgVehicles: Member already defined

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line 21 (=> backpack class)

full quarry
#

well ok so

bright gate
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I find it strange that the backpack is defined elsewhere

full quarry
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PBO manager is not a tool to pack addons

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and addon builder does not care about errors either

bright gate
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PBOManager can transform folders into .pbo files right ?

full quarry
#

no

#

or well yes

#

but not properly

#

so no

bright gate
#

Okay, I see.

full quarry
#

and for some odd reason manager is coming up more and more frequently as tool of choice

#

which is very odd.

#

anyway. If you want error checking when you pack use mikeros tools

severe rune
#

PboManager is literally the worst tool to use for packing mods

#

it might be fine for missions, but for mods its simply garbage

bright gate
#

I opened the .pbo

#

of my mod

#

checked the config.bin file

#

aaand

#

backpack config missing

#

that's insanely strange

frozen blade
#

@bright gate retextures are actually tolerated, not allowed - the difference is that we can choose to enforce our EULA (no commercial., no derivatives) anytime we want. i only did it twice so far, but just something to consider

bright gate
#

I understand very well, thanks for the additional details @frozen blade

#

Ok guys, I changed the backpack config from a file to another....and it worked. I have no fu***** idea what happended ^^'

frigid escarp
old lodge
#

Hi, so i'm trying to retexture this hemtt texture in GIMP ( https://gyazo.com/b3b0b0c0fa18a28510231bd137999a47 ) and i want to cut,... crop out? the details like lights and tires and put them on another layer that will be later put back on the main one. But the main one will be a little bit transparent so a camouflage under it can be seen. But how do i do that? I free select too them? then crop/cut, and then? Like once i do that the object dissapeares leaving the transparent space behind and the selection crop, but when i drag it into a layer slot, it is either full transparent or one color like white or black

grand warren
#

you forgot to mention gimp ๐Ÿ˜‰

old lodge
#

ah yes.

full quarry
#

you add alpha to the layer in the layer list

old lodge
#

huh

#

so wait wait wai

#

t

#

i free select the form out

#

then

#

?

full quarry
#

no

old lodge
#

oh

full quarry
#

you open the texture

old lodge
#

yes

full quarry
#

it has no alpha transparency because it has not been saved with any (normally it does not need it)

#

so you add that to the first layer

old lodge
#

ok

full quarry
#

then you either copy paste the selections you make

#

copy - paste as new layer

#

or make duplicates and select parts you want to delete and proceed with that

old lodge
#

hmmm

full quarry
#

or cut and paste as new layer if you want to remove them from the previous layer

old lodge
#

but this layer will be turned to black

#

and will make it a bit transparent

full quarry
#

I dont understand

old lodge
#

so a camouflage under it will come thru it

full quarry
#

what turns black?

old lodge
#

the base layer

#

so i can then play with the opacity

#

to make it a bit transparent

#

cuz i have a camo under it

full quarry
#

stop

old lodge
#

k

full quarry
#

how do you add alpha to the base layer

old lodge
#

right click on the image > layer > transparency> add alpha channel

full quarry
#

good thats correct

#

so when you cut a part out it should not turn black

old lodge
#

hmm lemme check

full quarry
#

it would look like this

old lodge
#

yes

full quarry
#

that checkers is the transparent background

old lodge
full quarry
#

so the layer under it shows through

old lodge
#

urm

#

yes

full quarry
#

So whats the problem?

old lodge
#

how do i do it

full quarry
#

do what?

old lodge
#

that

#

how do i make a new layer

#

which only has the lights and tires

#

cuz i cut it out

#

but look in the screenie

full quarry
#

did you paste it as new layer?

old lodge
#

erm

#

i guess not?

full quarry
old lodge
#

paste as new layer?

full quarry
#

Soz I dont have time to have a gimp 101 course.

old lodge
#

i think i got it

#

doe

full quarry
#

Im pretty sure this kind of stuff is answered in gimp tutorials and forums

old lodge
#

hmmm

#

i'll check

full quarry
#

I mean its very basic functionality

old lodge
#

well ik it's simple

#

but like... idk, i just don't get it somehow lol

#

but i also think i'm doing something wrong

#

all i need is to manage to do with 1 part

#

then once ik i can just do same with others

#

oh i made it

#

so i actually had to cut it

#

then make it a new layer

#

ok got it ty.

silver gull
#

90$ difference

dusty surge
#

seems like it's just too intense or something

silver gull
#

be aware that the new substance subscriptions no longer contain the buyout option

#

considering they know there is buyout for legacy subscriptions until october 2020 i bet you they will postpone great releases until after october 2020 just so "old people" have a reason to buy their new forever-subscription-locked products...

golden niche
#

Trying to make bark texture (right) consistent with vanilla (left)

rapid wasp
#

Substance Painter 2020 only $58.13 Canadian on Steam until Dec 3. It comes out on Dec 17th.

grand warren
silver gull
#

worth noting - this is presumably the last chance to get standalone substance tools. After that, it will likely be subscription only for everything (because adobe overlord demands it)

lofty dock
#

Imo subscriptions saved adobe. They used to be unable to release any feature updates outside of a CS due to stockholder issues and now they can at least do as they please. Maybe they'll be really nice and roll substance into a nice sub for texture workers 7882_dogekek

vocal basin
#

Prob not, they're pretty greedy bois

silver gull
#

stockholder issues... weak excuse. With their almost monopoly on industry standard graphics software thats a very weak excuse

#

maybe if their shit wouldnt have cost an arm and a leg people wouldnt have bought one license in 10 years

lofty dock
#

stockholder issues... weak excuse.
Not really. There are many issues with releasing stuff for free when you are a publicly traded company. When I last did the math most businesses that were grabbing CS updates saved money through subs anyhow. While I get users being a little ticked if they never upgraded, they are free to continue using 10 year old stuff or the many many open-source or free alternatives.

pale bough
#

Who said anything about free?

silver gull
#

thats fine for 2D that hasnt changed. PS7 or CS6 - the average user will see no difference. Its not fine for 3d painting and procedural texturing. That shit is still new and the "competitors" are shit

#

i dont care if i dont get upgrades for the version i bought (apart from bug fixes - this is mandatory customer service every product owner has to deal with). If i have to constantly pay for something which i rarely use and cant get a perpetual license, this is a dealbreaker

lean hawk
#

does anyone know why making a model use a different material via hiddenSelectionsMaterials would break its shadows?

#

it happens even if I copy the original rvmat in my addon and point to it unchanged

#

if I have the config the exact same way but just don't do the hiddenSelectionsMaterials the issue isn't there

old lodge
#

i've got a question
so in a3, you can use 1 texture, for multiple items?
like, normal looking nato uniform
i used the same for sleeves one
but how do i do to the T-shirt variant?
Idk where to find it, and ik it has 2 camoes
i don't need a texture for everything?

#

Like for a lite vest, i can use the same texture for a regular nato vest with hydration pack on the back, or doi need to make multiple textures. Or for helmets... combat helmet can use the same texture i did for Light helmet?

versed nacelle
#

Usually every model has its own textures, but with similar models it's possible to share the base texture.
Additionally it's possible to have multiple textures on a model, which again can be share (eg. glass and metal are usually shared among multiple models)

old lodge
#

hmm, ok

#

the thing is that i found the t-shirt texture

#

and i got the texture from the regular uniform

#

and i want the t-shirt

#

to not have camo on it

#

but have the same colours as the uniform

#

basically be identically

#

can I do that without having to retexture the t-shirt?

versed nacelle
#

so you want to retexture the t-shirt without retexturing it...

old lodge
#

well

#

i want to retexture it

#

with the exact retexture from the uniform

#

without having to retexture it from the beginning again.,

#

since the uniform has the same parts

versed nacelle
#

like I said, some models share textures, so depending on the models (uniform and t-shirt) it's possible they already share textures. But that is something I can't see from here ๐Ÿ˜‰

old lodge
#

hmm

#

hold on

#

So here's the code:

https://pastebin.com/5Td4Sn6p

And here are the 2 textures i'm using: "custom_camo_co.paa" (is from the normal nato uniform) and "custom_tshirt_co.paa" (is from the t-shirt texture)
And I basically want the t-shirt to have the t-shirt texture from the retextured uniform, and the pants from the retextured uniform

versed nacelle
#

you obviously can't use a texture for a full uniform on just a t-shirt or just pants, especially when the textures belong to a different base model

old lodge
#

hmmm

#

so what should i be doing?

#

altough when i switched the places at
HiddenSelections[] = {"Camo1","Camo2","Insignia"};

versed nacelle
#

get the 2 original textures (t-shirt and pants), retexture them and place them at the correct location

old lodge
#

hmm

#

so you're saying that i need to retexture the t-shirt texture

#

and use it twice?

#

and it will use part 1 and part 2

#

differently?

versed nacelle
#

all I know is that b_soldier_02.p3d requires 2 textures on "camo" and "camo2", which need to have the correct contents.
The moment you want to change one or both of them, you need to change one or both of them.

old lodge
#

could it be the problem

#

that i made it like:
{"Camo1","Camo2","Insignia"};

#

and not

#

"camo","Camo2"

#

?

versed nacelle
#

it should be hiddenSelections[] = {"camo","camo2", "insignia"};

old lodge
#

ooh

versed nacelle
#

unless the model dictates otherwise, but based on the model you use it should be that

old lodge
#

and which one of them is the texture from the t-shirt

#

camo?

versed nacelle
#

no idea, again that depends on the model

#

camo2 could even just be the shoes, or gloves

old lodge
#

hmmmmmmmmmm

#

and i watched a tutorial

#

where the guy took a t-shirt from guerilas, but for the pants he used the regular uniform

versed nacelle
#

as you can see, they don't match...

#

one only contains a t-shirt, the other a full uniform + gloves + boots

old lodge
#

hmm

versed nacelle
#

but again... it depends on the model you want to retexture

old lodge
#

you mean char. model?

#

B_Soldier_F

versed nacelle
#

so make 2 textures: one blue and one red, place them in the config and see what is blue and what is red

#

model = "\A3\Characters_F\BLUFOR\b_soldier_02.p3d"

old lodge
#

yes

#

that one

#

so

#

retexture 2 textures of the..

#

t-shirt texture?

#

hmmm ok.

old lodge
#

ok

#

managed to do it

#

probelm was, camo and camo 2

#

camo 2 is t-shirt

#

and camo is uniform

#

thanks for the help

old lodge
#

hi jake

#

i'll try helping ya in pm

full quarry
#

Depends what you want to do with it.

dense peak
#

I've looked this up and didn't successfully find anything regarding this exact situation

#

Other than really old stuff for Arma 2

#

But is it possible to grab a texture, retexture it and delete parts of it so parts of the model are invisible?

#

I made sure it was in RGBA and DXT5 in TexView2

#

And that it was named _ca.paa

#

But ingame it just shows up as full black

full quarry
#

No that won't work unless the model originally has alpha transparent texture

#

If some parts have separate selections it's possible to hide those with script command but texture hiding is very bad approach

dense peak
#

Yeah, I just wanted to hide part of a selection

#

But ok, thanks

cunning flare
#

it should possible to make it invisible on purpose by giving the hiddenselections a non existant texture on purpose. But as HorribleGoat said not sure why you would do that and it would throw an error every time you open it.

full quarry
#

He wants to hide just a part of a hidden selection. Which can't be done

gray plover
#

How do I make a livery for a helicopter or jet?

#

For example the hummingbird

#

I just want to add stripes

full quarry
#

you would extract the textures from the game files, Preferably by setting up the virtual P drive development environment with unpacked gamefiles and then you would draw over those textures the changes you want to make and create a derivative config class for your new vehicle that uses your new textures on the configs hiddenselections definitions.

gray plover
#

how do I extract the textures and open them up in gimp?

#

ok I have a psd template,

#

after I make my edits to it, do I just put it inside a mission folder?

full quarry
#

best place to look for how-to-retexture would be the BI forums editing section

tidal fog
#

When they come back online ofc...

trail venture
#

does anyone have good templates for retexturing of the CUP vehicles ?

orchid thicket
#

Can anyone help Im new to Texturing clothing I have ton vehicles for a while How do i load my textures in

#

so i can test them

pale bough
#

what kind of clothing?

#

with uniforms and backpacks you can use setobjecttexture in the editor like with vehicles

#

helmets and vests will require a mod if you want to see them in game

#

setobjecttexture code is a tad different for backpacks by the way, it looks like this (backpackContainer this) setObjectTexture [0, "texture.paa"];

orchid thicket
#

So i put the Uniform png in mission then how do i apply it to a uniformm

pale bough
#

it has to be a jpeg or a paa

#

for a uniform you use this setObjectTexture [0, "texture.paa"];

orchid thicket
#

While im wearing the uniformm?

pale bough
#

could do it on an AI too

orchid thicket
#

and just look at it

pale bough
#

well that's why you're doing this right?

orchid thicket
#

I guess xD

old lodge
full quarry
#

sure that could work. youll know when you put that on the vehicle in game.

old lodge
#

Rite, will do that rn and send some screenshots, i really hope i finally managed to do it cuz i'm close to the point of suiciding... lol

old lodge
#

Does it look good?

glossy whale
#

Hi, people. Is there any way (BESIDES the multimaterial) to set up a seamless texture in the O2 directly?

#

For the brick wall, for example

#

Done this one by the 3DS's unfold, but believe this is'nt a correct way

silver gull
#

you have to scale the UVs in UV unwrap modifier (in 3ds max)

#

you can do it in O2 too... but why would you want to? Its cancerous to use

#

or what do you mean specifically? The white part on the chimney?

glossy whale
#

Should I just unfold this at firt? Or make the proper flatten map and cut it manually?

#

Nope, the red brick walls

#

There's some UV glitches at the other side of the building

#

I just unfolded the map using the Unwrap UVW and rescaled it

#

There was no problems with a checker in the 3ds itself

#

But in the engine apears some bugs

silver gull
#

what do the uv glitches look like? Maybe its because there are unwelded vertices or some things like that

glossy whale
#

Can't I realy take a seamless 2048x2048 texture and set up the tiling in the O2 itself?

#

there are unwelded vertices or some things like that <<

#

May b

#

I just apply the UVW unwrap and "unfold" option

#

Realy not fully familliar with the UVW editing

#

This is not a problem while u don't need to cover extremely large planes

silver gull
#

i suggest you watch some tutorials on youtube for how to work with them - its just as important as modelling for good looking buildings

glossy whale
#

Huh

#

Will dig in this, thanks

silver gull
#

there can be 2 UV sets - one used for the tiling textures and one for the ambient occlusion and material map (if you look at vanilla building textures you will see they use multimaterial, and have different texture "layouts")

#

some textures where whole building is packed into 1 space, and one layout where its just all over the place - according to the tiled textures used

glossy whale
#

I have done something like this: the _as texture is in the UV2 (tex1), and the UV1 (tex) is the tiled texture. It seems to work normally, yes

silver gull
#

ok, didnt know you already knew that

glossy whale
#

Don't want to rebuld all the model for the multimaterial at this stage, maybe the next time

#

I see it's a better way, yes

#

But now it's just a supershader with the _as in tex1

silver gull
#

if you have every texture seperate it will cost ingame performance (cpu is bottlenecked)

glossy whale
#

Not all of them, but sure, there could be fewer

#

I agree

#

Thank you for kind of help

silver gull
#

no problem

#

idk what max version you use, but i use the textools addon since forever, its very usefull for unwrapping

#

especially the stitching is super usefull - so that on the corners the bricks dont look weird

full quarry
#

@glossy whale if you want your buildings to have same look you will want to use multimaterial in all of them.
Even if that means having to redo some uv work on the first one.

silver gull
#

true, super shader looks noticeably different even with same textures used

glossy whale
#

๐Ÿ˜ฉ

#

Okay, got it

silver gull
#

heres one tut dealing with this https://www.youtube.com/watch?v=6sWDx7QvFHY
my procedure is - uv unwrap -> Mapping -> flatten mapping everything on small "face angle treshold" (2-5ยฐ). This ensures everything is the same size, and i then stitch whatever is necessary to stitch. With hotkeys for stitching its pretty fast

glossy whale
#

Do I have to stitch all the parallel walls to each other?

#

Thanks for the tutor, will check it out

silver gull
#

you dont have to, but i would always do it unless there is a logistical reason not to do it

dense peak
#

Question, Ive retextured slightly the RHS Apache - however I am unsure of where to place the files to make it work in game, obviously I cant place it back into the original PBO as the key wont recognise the new files and crashes the game - any help appreciated

(Side note I have spoken to RHS via facebook and had there permission to edit texture files however they can't offer support for retexturing)

#

^Im making it so its a british varient of the Apache ^

severe rune
#

you make a new mod pbo, new config, edit the original config class by changing its hiddenSelectionTextures.
Place your new texture in your new pbo
Pay attention that your requiredAddons in CfgPatches is correct

dense peak
#

Oh christ it aint as simple as I was expecting - alright cheers will see what I can do

frozen blade
#

@dense peak you have spoken to me via facebook.

#

a few things to rectify - you, just like anyone else for the matter

#

didnโ€™t get any permission

#

we offer none outside our eula, which you have already read

dense peak
#

So I cant retexture it for british texture then?

pale bough
#

RHS doesn't allow reskins technically, but it does condone them, mostly

#

there are a few things where reskinning is a hard no, full stop.

#

just read the bottom bit of the EULA really

#

Even says retextures for you in big letters

#

can't miss it

frozen blade
#

any retextures on top of any of the original RHS content got under derivative work, which we do not legally allow

#

we reserve the right to tolerate, or not, any and all such derivative work

#

that means you take a chance yourself when you do that. I only took down 2 such derivative retextures, mainly because the "authors" were doing something else i didn't like, in relation to other people work if i remember correctly

#

so you are 100% free to retexture that as you see please. I was making sure you got the fact that we never gave, or will, any sort of permissions outside our existing EULA

dense peak
#

Alrighty, understood - however I have a fat feeling I wont be able to retexture as all I really know how todo is Photoshop to retexture - I am god awful at coding never been the best at it. Can only do bare minimum

#

And the key part I wanted to remove is a separate file (the US Army text)

#

And the reason I dont wanna fly 3CB is because it's too dark (exterior model is a dark texture) and the weapons loadouts are limited

frozen blade
#

there are templates released by BI, there is also #arma3_config channel where you can find some help

full quarry
#

There are also basic guides for it online that explain what is needed. Be brave and try it out! It may open up a brand new hobby!

white cargo
#

any new good free texture sites out there?

silver gull
#

havent found any when i looked - gave up looking. Good and free usually dont mix. Either its free, it means its just a photographed space and you have to edit it yourself to get rid of lighting condition/shadows/lense effects and non-tiling. Or you have to pay to get it done for you.

#

substance source added 700 scan things (supposedly). 50 of them are free. Large portion are useless tree branches (useless for tree modelling because lack of variation, useless for placing on ground because obviously cut)

#

actually, megascan is now free to use when used on unreal engine editor, or so i've heard. Not that this would help you much for arma. Wouldnt surprise me if shady individuals find a way to upload it on a new site that rips textures/materials analogue to the scummy 3d model ripper sites...

#

i find the terrain scans on megascans pretty bad. 2x2m scan with 8k resolution who needs that? Except for people who render tiny ultra detail micro scenes...

frozen blade
white cargo
#

thanks guys

white cargo
#

the only two free texture sites I use on a regular basis is texturelib and (cg)textures

#

there used to be a few others, but they'd pop up and go away pretty quick

frozen blade
#

there is a ton on tex available on gumroad these days

#

some are free, some are really low price

#

depends on what you are looking for

#

if you are looking just for diffuse, there are times where you can take your own pics faster and higher quality

white cargo
#

yeah, problem is I don't live in iraq ๐Ÿ˜›

frozen blade
#

:))

#

true that

spark shore
#

small question out of curiosity
uniform texture makers
how do you make believable folds in uniforms to not make them look like pieces of stone?

versed nacelle
#

Just look at how real materials react when folded, and especially how the colors change.

A fold usually has a highlighted area (color is lighter as base color) and a shadow (darker as base color) when pointing out, or just a shadow when pointed in.

This can be done by directly painting it on the texture or adding highlights/shadows in the normals or light maps.

frozen blade
#

@spark shore these days that usually that happens by using some sort of cloth simulation software (MD comes to mind) or sculpting stuff manually using existing references. doing it exclusively manual on texture is not really advisable. You can find tons of referances on web regarding cloth folds

spark shore
#

oh so it is done with a software, seemed weird it was a manual thing

frozen blade
#

not really, most of it is still done manually

silver gull
#

the problem with cloth simulation is that your character in static pose would not cause the same folds you would have from moving around

obsidian nimbus
#

Is anyone else having issues with Photoshop performance? Mine gets laggy after just a few minutes of editing everytime. It's mostly just delays between when I click on something, and when it actually happens, like when I hold space to try and pan around, I have to wait a good 5 seconds until it lets me actually move anything. Same with any of the brush tools. Only recent change I can think of is the recent update to my nvidia drivers.

grand warren
#

Check your CPU and RAM workload

obsidian nimbus
#

It's actually lower than usual

#

Normally I only get these issues when my ram usage gets above ~95%, but at that point everything is sluggish and frustrating, as you might expect. It isn't even above 50% when I get the issues recently, though.

CPU doesn't seem to be behaving in any odd ways

grand warren
#

you could revert your driver update and see if that has an impact

obsidian nimbus
#

I was actually asking here to see if maybe anyone else had issues after the update before doing that. It is a pain lol

grand warren
#

it sure is a pain

obsidian nimbus
#

I'll try it if I can't figure it out

pale bough
#

Would anyone here happen to have some clean and tiling images of NFP camouflage?

dense peak
#

Hey, i'm searching for a free Texture maker, that can reskin a vest, and put my "stuff" there, if there are anyone like that, please DM me.

grand warren
silver ledge
#

anybody ever experience a texture being see through when its not supposed to? texture works fine by itself. the moment i introduce a glass texture into the p3d the entire thing goes slightly see through. the glass behaves properly while the wall becomes slightly see through. when i remove the glass textures the wall works fine again. yes, using the proper endings on my textures, no the wall texture is not a CA texture. the glass mesh is separate from the wall mesh and they have 2 dif. textures applied. glass texture is at the top of the stack. i've done my typical workflow and never had an issue until now. textures are setup the same, rvmat is copy pasted from an existing functioning one im using, both glass and wall work perfectly fine individually. it only breaks when i introduce both textures at the same time into the res lod. any ideas?

#

the wall portion becomes see through while the glass functions properly

full quarry
#

when a model has enough alpha transparent stuff on it the engine starts to draw it on alpha pass instead of solid pass

#

or something along those lines anyway

#

also you may have alpha channel in you _CO textures too

#

its just 1 bit so its either on or off

#

@silver ledge

silver ledge
#

gotcha

#

thanks

#

will try it

silver ledge
#

still having trouble :/ the wall is fine now but the galss dissappears when i face n/nw to s/se

pale bough
#

@torpid imp do you mean CSAT's vehicle camouflage or their uniform camouflage?

torpid imp
#

The actual pattern itself. like to use for layers

pale bough
#

yeah but the one on vehicles or the one on uniforms?

#

asking since they are different from eachother

torpid imp
#

vehicles mostly

pale bough
#

oh, I only have the camo for uniforms

heavy apex
#

@burnt gale is the NOHQ file named the same

burnt gale
#

yeah, if you want i can write the names for you of the textures

#

Bandana_AS
Bandana_CA
Bandana_CO
Bandana_NOHQ
Bandana_SMDI

#

these are the names of the files

heavy apex
#

just check and make sure everything matches to include "" and dumb stuff like that

#

is this a retexture only?

#

or weapon

burnt gale
#

its a headband that i created and i try to import it, not a weapon

heavy apex
#

ok

burnt gale
#

and from what it seams the rvmat seems ok, no "" missing or any miss placed \

heavy apex
#

also make sure the model in OB has the correct assigned textyres

burnt gale
#

yeah, i dont have P:/ in both of them

heavy apex
#

ok

#

that's weird, Arma 3 in touchy and any dumb grammar issue is the most likely cuprite

burnt gale
#

i want to cry

heavy apex
#

WTF

full quarry
#

I'd recommend using the PMCwiki Arma3 tools setup methods with mikero tools. Dunno what you had against them but it might be best to get over that and use them.

#

@burnt gale

burnt gale
#

i didnt know that they existed tbh

feral tapir
#

Hi there, how can I find the gorka uniforms template?

#

I couldn't be able to find it via Eliteness

#

I know the ebo files kept locked until anytime

pale bough
#

there is no template for the gorka AFAIK

full quarry
#

You could use script commands to draw the texture on screen in game. Other than that I don't think there's a template for it

pale bough
#

yeah best you can do is get the original texture files and build a template out of them

sterile wigeon
#

Can someone share their Substance Painter template and Export profile? alternatively: Can anyone point me to some info for the Arma Realy Virtuality engines, So I can set up Substance correctly? I can't seem to find anything except the name, by googling.

strong stone
#

@sterile wigeon No guarantee these export settings are entirely on the spot. I pieced them together based on the engine information, trial and error, and some crucial advice from Lyy Amao from the Aspis Gear team. These settings are intended for use with a PBR Metallic Roughness template. Setting a specular power of 20-30 for the rvmat seems to work best.

https://i.imgur.com/pd2TSxz.png

sterile wigeon
#

Thanks very much, that is what I also got from a tutorial, but also saw a few other settings. Is there no way to get to some info about the engine? For example "compute tangent spaces per fragment" do you have it enabled or not? Documentation from substance only says you should consult your engine. Sorry for the basic questions, but texturing is a new experience for me

full quarry
#

PBR (the way substance makes stuff with metallica and rough) was not a thing when A3 was made so there is not direct official tutorials for Substance workflow as Arma uses the older Specular/Gloss material system. To properly understand the difference you would probably need to learn in depth how both the old and the new methods work.

#

I believe there are other substance export settings made by community members and they are linked somewhere in the history of this chat

grand warren
#

@hollow horizon uses SP a lot with amazing results. If you ask nicely he might give you some tips @sterile wigeon

severe rune
#

I just use spec gloss workflow in substance, and my export profile is similar to the one linked above

hollow horizon
#

For example "compute tangent spaces per fragment" do you have it enabled or not?

No, don't enable that.

severe rune
celest obsidian
#

Works just fine. I can send you the SPEXP file if you want.

#

I also use a custom template for my A3 projects (to avoid configuring your channels everytime you make a new project). I'm using SP everyday so if anyone needs advices, DM me. ๐Ÿ™‚

spark shore
#

something went wrong on my custom face, both with paa and png the end result is my custom face very transparent over the default Bhyr face

full quarry
#

How are you applying it?

spark shore
#

placed it in the docs/arma 3 since its for the main profile

celest obsidian
#

What is the resolution of your file?

sterile wigeon
#

Thank you for the export settings! @full quarry I would love to learn how the old (arma engine) works in comparison to PBR, but the information available seems non-existent or very well hidden

full quarry
#

Well Arma specifics are not written down so much but the older specular gloss workflow has been used and there are articles about the differences between spec/gloss and metal/rough

spark shore
#

@celest obsidian 1024x1024

golden niche
#

hm, what alpha channel does in NOHQ?

cunning flare
#

I thought normal maps only used rgb?

golden niche
#

i just went through vanilla vegetation (enoch) and some barks have alpha in their nohq

cunning flare
golden niche
#

welp, the nohq's rgb looks pretty normal, nothing is blanked

cunning flare
#

Anything going on in the alpha channel?

golden niche
#

yes, it looks somewhat ao-ish

severe rune
#

Vegetation shader is special, so might very well use alpha from normal for stuff. But dunno what right now, can tell you next week if you ask again

spark shore
#

been trying with Paa, png and jpgs, but I always get the custom face bleached on the default face

full quarry
#

how do you apply it?

spark shore
#

I've placed it in the Documents/Arma3 where the default profile is

#

@full quarry I've compressed the image to 90k

pale bough
#

the face shaders are weird, so unfortunately you'll practically always have the default face show through a little bit.

full quarry
#

proper way to make custom faces is through creating custom RVMAT and set up all proper face textures for a custom face

#

changing just the color texture works only if its very similar to the original texture

spark shore
#

its literally O'connor with green eyes

#

how would making custom RVMAT work

#

without making a mod of course

#

@full quarry

full quarry
#

doesnt

spark shore
#

shame
maybe if I make the JPG super dark it might be enough to overlap the default face

full quarry
#

for more indepth skin shader explanation

#

the issue is that the shader uses a lot more than just a color texture to produce the face

spark shore
#

I see, so it uses the rvmat from the default Bhyr face

#

why even let me make custom faces if I can't do it

full quarry
#

dunno. I think the skinshader has changed from Arma 2 so the custome face stuff might just be a remnant from there and now obsolete

spark shore
#

oof

lofty kettle
#

Is there a page that has the sizes for the arma 3 signs?

gray crown
#

Does anybody know what is causing this in substance painter? I don't understand why it's black when I'm using Pure Iron material

#

Am I using the wrong texture channels or?

versed nacelle
#

you can try, but you won't have access to Bulldozer, vanilla assets or configs and can't pack the terrain into a mod...

#

... always nice to give an answer when the question gets removed...

full quarry
#

I was wondering what was going on here.

versed nacelle
#

Someone asked if it was possible to create terrains without a P drive...
Although even I didn't notice it was the wrong channel...

full quarry
#

Yeh the whole pipeline does kinda require it

#

But there should really be no reason to not want to set it up either.

versed nacelle
#

but the tools need access to the resources, and when packing all the configs need to be present. So a P drive has to be required

full quarry
#

Yep

scarlet fulcrum
#

Hi! I'm using Photoshop CC 2019 to make unit patches (with transparency) and exporting them as .png before using the ImageToPAA tool. When viewed in-game the patches all have a white border outline. I've read over 20 forums but I can't seem to find the right answer on how to fix this. Can anybody help?

#

I've tried creating a new alpha channel (black being transparent and white being showing) then exporting it to a .tga file as well.

frigid escarp
#

what models does the issue appear with?

scarlet fulcrum
#

all models, its a texture issue I believe

frigid escarp
#

Simcardrone12/22/2019

Its actually an issue with png conversion nd mip maps
But noone believed me
It would be safer to convert from tga when making insignias

[993 ORD. T/5] Unitatoe2412/22/2019

my little drop shadow thing worked fine for me

Simcardrone12/22/2019

Yea because the edges become black
Its hard to explain but by default the area surrounding the patch, which is supposedly transparent, are white

#

maybe worth a try

scarlet fulcrum
#

Alright thank you @frigid escarp . I'll look a little deeper into making .tga files

timid dome
#

so i've seen some people retexture the new contact vests and uniforms, how do you do that exactly? mainly looking for the new LDF vest and stuff

severe rune
#

They usually display the texture ingame (in a UI control or on an object) then screenshot it off, then edit that texture and use a config hiddenSelectionTexture to apply it back to the model

timid dome
#

ui control?

severe rune
#

Yes.

scarlet fulcrum
#

Update: fixed the issue by merging (visible) all layers in Photoshop saving the PSD, opening the PSD file with GIMP then saving in GIMP as PNG then using ImageToPAA. Seems like a long workaround but it works so I can't complain.

#

the PAA Plugin doesn't work anymore with Photoshop CC 2019 btw

severe rune
#

Btw is the source for that paa plugin available? Could fix it up then

timid dome
#

i mean, i have no idea what UI control is, is there like a wiki page on it or?

severe rune
#

There are wiki pages on controls and gui's yes.
You know what a UI/GUI is, controls are the elements, buttons,boxes, background images.
You basically make a square image UI and display texture on it and screenshot it off.

timid dome
#

okay thats a bit too complicated for me

scarlet fulcrum
#

I'm not sure about the source for the PAA plugin, sorry.

lofty kettle
#

Hi! Does anyone have a good source for camo patterns useable for texturing? Thanks

full quarry
#

There are some pattern generators online I recall.

lofty kettle
#

Yeah, I know of a few gens, I'm moreso looking for actual real life camo pattern sources

pale bough
#

they're collections from the old Facepunch camouflage thread

frank pebble
#

I know stuff like weapins,unifs and vehickes are allowed to be retextured, but what about buildings?

full quarry
#

Most buildings dont support the hiddenselectiontextures (the only legit way of retexturing, dont go messing with the .p3ds) and even if they did, terrain placed objects dont use it

#

so short version: No.

ripe hollow
frozen blade
#

it appears the entire uv is wrong, not just normals map

ripe hollow
full quarry
#

you got way wayy too many uvsets

hardy atlas
#

7 ๐Ÿ˜ฑ

frozen blade
#

:))

violet flax
#

I really need help with my plate carrier - everytime I try to apply some sort of camo, it either does a full camo, where non of the detail on the vest is preserved OR I end up losing tons of color because of adjusting the opacity.
I know it is possible to preserve details while simultaneously preserving color, but how? (I work in photoshop btw)

spring wing
#

Do you have an image to better visualize the issue?

violet flax
#

had to gyazo the image cause I can't send pictures

ripe hollow
#

It appears to be the smdi texture that is causing the issue. After trying one of the smdi track textures from the unpacked a3 data it no longer looks cursed. Thanks for the help

still elk
#

Does anyone know what software is better for Arma texture?

#

๐Ÿค”

acoustic dove
#

substance painter but you have to know how old specular technic works in arma

#

it can be a PITA especially when PBR is so easy

still elk
#

I used Substance painter to make layers for NIA HK416 before, but the effect was not satisfactoryjoy๐Ÿ˜‚

full quarry
#

you may need to practice it some more

still elk
#

yup

hardy atlas
#

Looks like you are using a metal rough workflow there?

#

It is important to properly convert your metalness to specular and your base color to diffuse

still elk
#

How to convert metal to base color?

hardy atlas
#

two very handy guides for understanding super shader and PBR and how to convert properly

still elk
#

Ok, thank you๐Ÿ‘Œ

prisma zenith
#

hey there question: I have a hard time nailing the reflectivity/speculars on my gun, I hoped I could find some tips around here. Pictures are coming in a second

#

these are the current ingame textures

#

these still used the metal rough template

#

after converting them, I got this

#

when adjusting the colors to make the overall looks a bit brighter I pretty much had the same result as with the current ingame version

#

btw this is the actual final portfolio render

#

my question is, since I am not familar with the traditional stuff, what can I do to improve from there on?

full quarry
#

You could check some similarly colored vanilla gun and its textures and rvmat settings and compare them to yours

#

I think I've seen some explanations of the metal/rough and spec/gloss workflow differences in the Arma forums and on this very channel too. And non Arma related articles could also help to get around the conversion.

prisma zenith
#

copy, thank you

dense flint
#

Hey, can someone help? I'm trying to do a basic retexture of a uniform

#

but I want it to show up in arsenal and stuff, the guide i was following only makes it a script texture on an actual unit

#

I've got the texture done as a PAA

#

it's just getting it actually in the game

versed nacelle
dense flint
#

thank you dude!

steel oriole
#

!issuewarning @dense peak for Profanity. Profanity is prohibited here. Please see our #rules for further information

bleak bearBOT
#

Done.

lusty plover
#

So after reskinning a vest, weapon etc. Is there a easy way to get a picture of the item with the skin applied to look like the original picture that you see in the inventory/arsenal? Without manually photoshoping the original inv picture's paa

full quarry
#

No ez ways for that.

versed nacelle
#

BIS_fnc_exportEditorPreviews can help, but is limited

lusty plover
#

I tried the export thing but it said no classes and even the example on the wiki [nil, "all", [], [], ["A3_Armor_F_Slammer", "A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews; Only worked on the heli, no slammer appeared

dense flint
#

uuuh

#

i'm having issues

#

the model for my texture replacement works

#

but the texture itself isn't showing up

#

only the default model

pale bough
#

put your config on pastebin so people can take a look

dense flint
#

It's mostly based off another guy's config but it's only the csat stuff that's having an issue

#

everything else works fine except the csat ones and I can't for the life of me figure out what's wrong

pale bough
#

I don't believe the hiddenselections are named the same as on the blufor uniform

#

yeah the hiddenselections on the csat fatigues are Camo1, Camo2, and insignia

#

also I would say there is way too much stuff in that config

#

here's how I have it on mine for example

#

@dense flint

#

from my experience, what's in my pastebin is all you need for uniform reskins

dense flint
#

yeah that's a lot more clean

#

I'm going off a borderline 7 year tutorial

#

it's the closest i have

pale bough
#

fair enough

dense flint
#

@pale bough Is camo2 the filters and stuff?

#

Because I just loaded it up and good lord

#

the poor bastard

pale bough
#

camo2 is AFAIK the gloves

#

idk about the rest

#

if you use the same as what I use for camo2, it should just be plain black gloves and such

rapid shadow
#

so I was just about to retexture the RHS T-80s, and I noticed that they all share the same hull texture, which is great, it's just that it's in a .pac format. Is it safe for me to convert it back into a .paa format, or should I just leave it as is?

frozen blade
#

@rapid shadow ^

rapid shadow
#

Got it

#

I'll make sure to read that now

full quarry
#

you dont overwrite anything when you make a retexture. you make new files and make config classes that use the new files

dense flint
#

I didn't want to be back here so quick but

#

it's not an issue with the path since it's using textures from that path as well

full quarry
#

have you packed the texture into pbo with PboProject or AddonBuilder? Preferably you are using the first one

dense flint
#

yeah, i've been using pboproject

#

I'm quite confused what's going on as the textures from the same config file, in the same exact path work

#

an example from my config

#
        author = "Yske";
        _generalMacro = "B_soldier_F";
        scope = 2;
        displayName = "Custom Soldier";
        identityTypes[] = { "Head_NATO", "G_NATO_default" };
        genericNames = "NATOMen";
        faction = "Custom_Faction";
        model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; //Default NATO 
        uniformClass = "Custom_Camo_police";
        hiddenSelections[] = { "Camo" };
        hiddenSelectionsTextures[] = { "Facepunch_Uniform_Group\Data\custom_nato10.paa"};
        weapons[] = { "arifle_TRG20_ACO_Flash_F","Throw","Put" };
        respawnWeapons[] = { "arifle_TRG20_ACO_Flash_F","Throw","Put" };
        magazines[] = { "HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green" };
        respawnMagazines[] = { "HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green" };
        linkedItems[] = { "CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio" };
        respawnLinkedItems[] = { "CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio" };
    };
};```
#
    {
        scope = 2;
        displayName = "Russian Police (NATO Fatigue)";
        model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d";
        class ItemInfo : UniformItem {
            uniformClass = "Custom_Uniform_police";
            containerClass = "Supply50";
            mass = 50;
        };```
#

I don't see anything... obvious?

#

I've tried repacking and redoing the textures

#

still not working

full quarry
#

Are the textures correct resolution? You should also use the texture suffixes on their names before converting to.paa

#

How do you save them as .paa

dense flint
#

I tried both imagetopaa and texview

#

and yeah, they're the correct resolution

#

I've got twenty other uniforms that work

#

but it's just the nato ones that are having issues

distant rose
#

sorting that out will rule out any potential issue regarding texture naming.

dense flint
#

I'll try reconverting them again

#

if this works

#

i am going to be so overwhelmingly angry

#

nah

#

I tried using the correct suffix and reconverting but still nada

distant rose
#

at least that rules out any conversion issue ๐Ÿ™‚

dense flint
#

i'm so confused uuurg

distant rose
#

hiddenSelectionsTextures[] = { "Facepunch_Uniform_Group\Data\custom_nato10.paa"};
add a slash to this part so it looks like this: hiddenSelectionsTextures[] = { "\Facepunch_Uniform_Group\Data\custom_nato10.paa"};

dense flint
#

again, if this works

#

i will be so angry

#

putting into a pbo now

distant rose
#

at least you wont be overwhelming anrgy like you mentioned before ๐Ÿ˜‰

full quarry
#

you are packing from P drive right?

dense flint
#

uh

#

๐Ÿ˜ฐ

#

nooooooooooo?

distant rose
#

you really ought to have a P drive setup for developing in.

cedar lichen
#

shouldnt matter if the pboprefix is setup right

dense flint
#

yeah, still nothing

full quarry
#

would be adviceable if one wants easy debug help

dense flint
#

I can send the folder i've been using so you can check it out

#

because i've been trying to get this to work the last few days

full quarry
#

pboPrefix stuff is for ppl who dont need the help

dense flint
#

My AAF/CSAT retextures work fifne

distant rose
#

if you had a P drive setup, with your project on it,. pboproject would most likely refuse to build it - but it would give you output pointing to the most likely place of any error.

dense flint
#

i've been using pbo manager, not pbo project

full quarry
#

well

#

when you get your stuff properly set up we can talk again

distant rose
#

pbo manager is not suitable for packing game data, only missions on the fly.

full quarry
#

PMC wiki has tools and P drive setup guide @dense flint

frozen blade
#

packing addons from anywhere else but P drive is fubared

cedar lichen
#

I only said it because he already has textures working just not this particular one

#

so somewhere the pboprefix is working

full quarry
#

Does pboManager even process pboprefix

#

as I would doubt that

distant rose
#

they also don't have a development environment properly setup to create addons, nor compile them in any manner that would offer reliable debug.
interjecting with things that the vast majority of people don't need to know and have no use for will only serve to confuse and frustrate.

pale bough
#

why do you need a P drive so badly to make PBOs? I've been making perfectly fine reskin PBOs for a while without a P drive

severe rune
#

you really don't

distant rose
#

because when you compile with pboProject it will check that any referenced game data exists in the game-data extracted to P: and validate your addon.
it will also output any build/compile errors into it's console,. so not only do you know your addons are not broken, you get told where to fix them should they be broken.
that in itself is invaluable information to anyone and more-so beginners.

severe rune
#

but without it, you don't get error checking that some tools do, so you have to take care yourself thta your paths are right

pale bough
#

good thing I use Mikero's makepbo to compile :p

#

so basically, error checking and making sure vanilla game data is correctly mentioned?

severe rune
#

I use cpbo for most things ๐Ÿ˜„ doesn't even binarize configs

#

If you know what you are doing you are certainly just fine without a p-drive. But especially for a beginner, the error checking abilities that it provides are just too useful to skip

distant rose
#

when everyone follows the same development environment setup of p, and they come to this place with an issue its really easy to help them root it out compared to someone who makes their addons outside of the P drive.

severe rune
#

You have people here who literally waste multiple peoples time for several hours, just to find out that they had a typo at the end.

cedar lichen
#

im pretty sure his issue isn't pboprefix anyway - he didnt mention an error and its been awhile since I messed around with it but wouldn't assigning a missing texture to a unit just make that texture invisible

pale bough
#

ah, so you don't really need a P drive then?

cedar lichen
#

he said it was still using the default

pale bough
#

it's handy, sure

#

but not super necessary

cedar lichen
#

so I'm pretty sure it's the wrong hiddenselection that's the issue

#

he has it set to Camo and I can't remember if its case sensitive, it probably is

pale bough
#

I just realised something

severe rune
#

he didnt mention an error
doesn't mean that there is no error. Check RPT twice.
Check parent class which you are modifying for hidden selection names.
Actually when you are inheriting you shouldn't touch the names at all anyway

pale bough
#

his config and the error mentions a custom_nato file, but his screenshot of his files only shows clothing_nato stuff

cedar lichen
#

thats true yeah

distant rose
#

if thats the case, a correct development environment (P Drive) & pboproject would have caught that first time and they wouldn't be having to rebuild it a thousand times and check for the error in game, saving a lot of time and frustration all around.

pale bough
#

I wouldn't say correct necessarily but yeah seems right

#

more like, helpful

distant rose
#

the point is, if everyone is working off the same page regarding their dev setup(P Drive), which is the same way Bohemia themselves do it, then finding issues and building addons is a helluva lot easier for everyone.

if you, for some spectacular reason, want to create and build your addon's in your nan's some other document folder then that is fine, you do you,..
But Stop going around telling people who are new to modding Arma that it's ok not to follow Bohemia's P drive setup as that is what most seasoned community developers expect to see when they try to help people asking for assistance.
It's a lot easier to root out issues when everyone has the same development environment setup and are working from the same page, as well as them being re-assured that their content has been through a well tested build method when it comes to creating addons.

pale bough
#

I get that if everyone does it the same way it's easy to debug and such, but do you have to be so rude about it if people don't?

#

if it works it works, no need for this "no true scotsman" thing

#

anyway lets agree to disagree and end it here

#

this isn't the place for this kind of discussion :p

full quarry
#

We all volunteer our time to help here. For instance if you needed help I could not provide you much anything meaningful because you work in different setup

distant rose
#

my post wasn't rude at all,. now if you want to personally insult my being from Scotland you have done that and I'll ask you retract your comment.

full quarry
#

In the case above its the same. Most of us cant really give any meaningful advice as the workflow is not the same

#

I assumed he was working on the BI P drive standard because noting stood out against that

#

but that was not the case

#

and all bets are off

pale bough
#

if you, for some spectacular reason, want to create and build your addon's in your nan's document folder then that is fine, you do you,.. seems pretty rude to me, and "no true scotsman" is a logical fallacy in arguments https://en.wikipedia.org/wiki/No_true_Scotsman

full quarry
#

I could not have said it any better. I dont like wasting my time either.

pale bough
#

I understand that

#

but getting angry or annoyed at people completely new to this doesn't help anyone

#

just ask them if they're using a P drive, and if they're not, ask them to set that up, maybe throw a link their way that helps with that

distant rose
#

I have edited my message, I'd be obliged if you'd remove yours which insults my heritage regardless of some philosophic fallacy you found on wikipedia.

cedar lichen
#

Oh come on dude how the hell would he have known you were a scot

#

its a well known phrase

distant rose
#

maybe by the Gaelic in my status message.

cedar lichen
#

reading far too into things

distant rose
#

this has nothing to do with you.

dense flint
#

oh my god gordon

#

@pale bough i love you

#

also im going to go cry

#

a lot

pale bough
#

haha, no problem ๐Ÿ˜„

dense flint
#

yeah that did it

#

oh my god

frozen blade
#

some of new people have some very sensitive skin

pale bough
#

some of old people do too

#

good thing this is a friendly community blobcatwinktongue

grand warren
#

is it tho? ๐Ÿ˜‰

frozen blade
#

๐Ÿฆ†

spark shore
#

Do I have to apply the texture on the model in blender or can I just ignore it and do it in object builder?

full quarry
#

you can do it in OB too if you want

spark shore
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in case I wanted to apply the textures inside the model, making the exterior ones invisible, what OB command should I use?
if I press W it says reverse, but i'm not sure what it reverses

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@full quarry

full quarry
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ehhh soz mate, dont have time to go through a OB 101 at the moment.

Basic stuff has been gone through here or modeling channel few times and probs on the BI forums editing section too. You might get lucky with a search

spark shore
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yeah I understand
weird that I can't find anything about the controls anywhere

spark shore
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seems like its a matter of reversing the normals

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not sure if the W that says reverse does the job

frozen blade
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W - reverses the face(s) orientation (or face normals)

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@spark shore ^

spark shore
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so its exactly what I need?

frozen blade
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i don't get what you need

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to begin with

spark shore
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this is for that sphere thing I was making
I need to see the textures from the inside not the outside

frozen blade
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ahh yeah, you need to reverse the faces, yes

spark shore
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do I reverse it before or after I apply the texture?

frozen blade
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doesn't matter

spark shore
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oh ok good, thank you very much

frozen blade
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just hoping that sphere is properly unwrapped though

dense peak
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Hi, sorry to intrude, I just wanted to know if anyone happens to have a PSD of the diving suit?

spark shore
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yup, everything seems to be working texture wise@frozen blade
now I only need to find a way to size it properly, since its either 1 meter big or 10000000 meters bog