#arma3_texture

1 messages ยท Page 39 of 1

frozen blade
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?

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o2/ob is in meters

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grid is in meters

spark shore
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yeah but for some reason its either extremely big or 1 meter wide
I've been using the blender object transform, can I resize it from object builder?

frozen blade
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not a blender user, but if you are using scale at object level, you need to collapse that

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yes, OB can do scale on XYZ axis

spark shore
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using the scale points tool
is that one right?

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that should do the job

frozen blade
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i just said

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i am not using blender

spark shore
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yeah I mean scale points from OB

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its called like that

frozen blade
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but just like with max and maya that i use, you need to make sure you collapse/reset xform for the object

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ahh, my bad, no idea what it is called, it's on my toolbar

spark shore
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yeah it works, thanks

full quarry
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@spark shore you have to apply object scale in Blender before exporting

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in object mode

spark shore
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the ctrl+A thing?

full quarry
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yes

spark shore
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yeah had done it but it somehow broke it making it enormous, I've done it in Object builder so it works just fine

chrome sand
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Is the arma 3 contact PSD's available to the public yet saw this on reddit
"
level 1
YorisYan
BI - Project Lead (Amsterdam)
7 points
ยท
5 months ago
We do plan on publishing PSD templates for most relevant Contact assets, but it may take some time to prepare."

severe rune
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no

chrome sand
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Ok cheers for the fast response ๐Ÿ™‚

pale bough
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actually there already are a few released in the arma 3 samples

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just not all of them

chrome sand
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@pale bough yeah found that but was looking for the vest but its not there ๐Ÿ˜ฆ

spark shore
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what are the possible reasons a model can't find a texture?
the path is fine, maybe it can't be of a certain size?
no idea

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if the path was wrong it would have said it way before in pboproj

frozen blade
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what size is the texture

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what is the path set in ob?

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@spark shore

spark shore
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texture is the maximum 4096x4096
path is correct

frozen blade
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copy paste path here

fading marlin
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Quick question - what is the base resolution : scale on arma textures? (I.e. what does it interpret as PPI or PPCM at the base level without added scaling?) I ask because someone in my unit is trying a coding test, and has asked for a specific sized (1cm) circle, but I'm not finding what that pixel measurement would be to create a quick png for him. Even if you can point me in the right direction, it would be appreciated. Thanks.

full quarry
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There is no such thing.

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Textures can not be measured in metric units.

junior berry
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The one I am interested in seeing are the textures, though its gonna be a mixed bag since all the textures vary from each vehicle.

spark shore
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right one works left one doesnt

frozen blade
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@spark shore yeah that';s why i asked you to paste it here...it ussually an extra / \

spark shore
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I've tried with the \ at the start but still doesnt work

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mhm, not sure why it doesnt show up now, maybe it didnt save correctly
brb

frozen blade
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@fading marlin the texel density is not uniform across all of A3 assets.

spark shore
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yup, that was it, incredible the things you can miss when you're tired, looked at that path all night yesterday

full quarry
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@frozen blade I know but its not really possible to use that without calculating uv Island size vs mesh part and object scale and thus thise things are not in metric scale unless you are just making 1 meter box. So I in the scope of the question and Arma models I don't think it's possible with reasonable effort.

frozen blade
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there are tools that do that automatically

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calculating texel size

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but you are right, there is no way to get that without having access to mlods

fading marlin
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@frozen blade thanks for the response. Is there a method of determining what the denisty of textures on specific assets are? Then I can make specific assets for the coder to use. (Sorry, as with many things, I know just enough to get myself I trouble)

full quarry
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Perhaps if you tell more about what you are trying to achieve we might offer better help.

calculating anything from textures does not sound very precise

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but if you make an object that is 1 meter x 1 meter x 1 meter cube and have 1 full texture on each side

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then the textures pixel resolution width is 1 meter

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so for example 512 px texture would be 100cm / 512 pixels = how many cm 1 pixel is.

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@fading marlin

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but if you have complex object with complex uvmapping calculating that gets way way more difficult

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so what Im wondering is what you are trying to do and if you are approaching the idea from totally wrong direction

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as this does sound quite odd way of doing anything.

frozen blade
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@fading marlin there is no such way of determining texel density for A3 existing assets. But as @full quarry said, something seems off in the workflow

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can be you be more precise about what you wanna do?

fading marlin
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Sure. One of my unit members is trying to put together a hit registration code for rifle training, and is looking for ~1cm circles to appear at the impact registration. I believe he plans to put this into the unit string on various target types - but I'm just trying to help him w graphical assets, so I'm not 100% certain, not do I have any coding skills.
(And I suspect he'd be OK with "very small" markers - I'm just trying to fulfill the request and got interested in if there was a way to accomplish that so specifically)

So if the textures are being applied over a target area with 1.8m as it's largest dimension, 10cm = (1800/512)*10...? I could perhaps unwrap the generic targets in game.to get a reference...

full quarry
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ok so your approach is totally in odd direction

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you would just make a x cm wide mesh object

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the textures size isnt really anything you need to worry about

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the marker object itself would be correct size

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you must however look up how unwrapping work first before overthinking it any further

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if its for training purposes, using just a 3Dicon with Draw3D script command would be the simples solution

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but there too the textures size does not really correspond to the metric dimensions

fading marlin
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Copy. Yeah, I know the basic theory behind unwrapping, but like I said... Enough knowledge to dig myself a deeper hole.
OK, I'll tell him he should make a mesh object to apply, and I'll do some reading online. Thanks.

spark shore
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is it impossible to retexture the Dome structures? I see they lack hiddenselections but is there really no other way?

severe rune
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without hidden selections, no other way

spark shore
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and I guess its not allowed to make a new object using the dome model

severe rune
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you can't

spark shore
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oof, I see

grand warren
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*you can't at the moment
;)

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See latest sitrep

severe rune
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Maybe ask the reyllrt gang if they can add hidden selections.
but its a terrain object right?

distant rose
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yep

spark shore
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I've looked at it before, didn't seee anything regarding hiddenselections

full quarry
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hidden selections dont work on terrain objects anyway so its not really a go to choice for buildings.

spark shore
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what do you mean by terrain object

full quarry
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object placed on the map/terrain behave differently than objects placed in the mission

spark shore
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should it not be a problem only if I try to reskin that exact classname?

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I mean, I don't want to change the Altis Domes, just make another variety of them

full quarry
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that is impossible though as it was said bit more above

spark shore
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but only because of the hiddenselections right?

full quarry
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I suppose so yes.

spark shore
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I see, shame

odd crane
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Is there any high quality texture templates of the bi NATO vehicles floating around?

spring marten
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Is it possible to apply textures for NVGs? I've done retextures for weapons and uniforms before, but for some reason, I can't get my retexture for the ENVG-II to work via hiddenselections.

distant rose
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they have no hiddenselections set up.

modern vapor
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Hey everyone,

Sorry if I am in the wrong channel.
I'd like to make some building interiors prettier. Was thinking of placing textures on walls with setObjectTextureGlobal images of (public domain) paintings, graffiti, or similar. See example picture below from the CUPS buildings.
https://i.postimg.cc/nVmjgMMd/CUPS-poster.jpg
Seems like someone would have done this before. Does anyone know of a collection of formatted images like this?

full quarry
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formatted how?

modern vapor
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Appropriate size (2^x / 2^y pixels) and .paa or.jpg format. Basically whatever setObjectTextureGlobal tolerates for the user texture objects.

full quarry
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Then I'm 99% sure there is no such collection.

modern vapor
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Alright, thanks. The CUP mod (as shown above) has textures of paintings. Are there any other mods with such textures (appropriate size or not)?

full quarry
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CUP may be the only one with such details.

calm girder
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Hi, I'm working on a certain model in blender. I've been having trouble figuring out how to create _ca, _as and _smdi maps. I understand Substance Painter is quite good for that, but is there an alternative?

full quarry
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Blender can bake all kinds of texture maps too or you can draw them by hand even.

calm girder
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I wasn't sure Blender could do that, since I wasn't able to find tutorial on it within ten minutes. I'll keep searching then, thanks.

full quarry
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https://www.google.com/search?q=blender texture baking

frozen blade
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I understand Substance Painter is quite good for that, but is there an alternative
actually SP isn't the best out there for creating SMDI maps, they always need manual adjustments for green/blue channels.
for _ca and _as maps, you could basically use any software that deals with pixels.

alternatives -
3D - Blender(free), Mari(free for NC), ArmorPaint, Sculptris(free)
2D - Photoshop, Gimp(free), Affinity Photo

@calm girder

dense peak
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How would i go about retexturing a mod? Its hard to imagine the wraps as it would show ingame, aswell as what do the p3d files do, and how do i use them

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I guess im looking for standard procedure

severe rune
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the p3d's will be of no use

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you usually open the texture in photoshop or whatever, and just paint on it, and try to guess what's what

dense peak
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My next concern is how do i upload the retexture to steam workshop to function with the original mod, the only way I can think of how to do it atm is reupload the mod with my edited texture but i dont want to steal original authors work

severe rune
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you make a patch mod

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a config patch, that creates a new subclass and uses hiddenSelectionTextures

dense peak
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And that function enables you to go into edens garage and change it to the texture i made?

severe rune
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yes

dense peak
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Would making a new class name with the applied texture so it shows in any of the 3 factions violate anything?

severe rune
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no

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well its a derivative of the original then

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some mods forbid that

dense peak
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Alright that answers what i needed to know, Thanks. I wanted to retexture a Mech so it looks more realistic with the other mods(RHS). The original we'll say looks cartoonish

severe rune
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also not every model supports hidden selections. Most of the bigger mods do, but especially single guy small hobby/fun projects often don't

dense peak
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Would listing the original as a dependency to use mine force people to download/have the original?

severe rune
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yeah kinda?

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what u mean

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ofc they need it as your mod requires it as you're retexturing it

full quarry
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assuming the thing you are retexturing is configured to use hiddenselections

dense peak
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I meant with a derivative of the original sorry for not clarifying

frozen blade
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I wanted to retexture a Mech so it looks more realistic with the other mods(RHS)
no matter what you'd do to these textures....it won't really fit, will it?

dense peak
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Not perfectly, but a us themed texture is better than having a giant red and yellow camod mecha running around... Lol

frozen blade
tidal fog
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That looks really nice btw

frozen blade
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it's been ingame since i got the Hs into a public release

tidal fog
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I'm sure... while I sub to the RHSs I rarely use them in game

frozen blade
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bad @tidal fog :))

dense peak
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Lol I was thinking more something similar to wipeout texture but that should work great to ๐Ÿ˜‚

frozen blade
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star and stripes baby, everywhere

dense peak
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Ill make sure it plays fortunate son whenever it gets spawned it to

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Can't get more uncle sam than that

frozen blade
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that's if, the original content has hiddenSelections set

dense peak
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Worst case scenario ill script something into warlords for the song if possible

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Was thinking about having soviet anthem play when your the nuke gets launched on the rhs truck... Lol

frozen blade
tidal fog
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BannedInc's version is better

dense peak
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@frozen blade i concider that song as accual U.S Anthem.

harsh arch
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I was wondering, could anyone explain what could cause, in a retexture using hiddenselections, the new texture seeming to attach over the top of the old one?

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Its like the old texture is still underneath and some of it shows through

silver gull
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rvmat

harsh arch
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ah okay

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how would I address this with the rvmat?

cunning obsidian
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I was wanting to retexture a uniform and wondered if anybody already had a template or knows where I can get it? The uniform I was looking to retexture was the one with a smock (hooded), same as the one the 3CB guys have in the royal marine mods. If not no bother.

frigid isle
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Really good question @harsh arch asked, how can i make a custom face replace the default texture, not just attach over it?

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tried to do a custom face but it just attached over the top of the old one. How can we solve this rvmat problem? (Note: I have 0 experience with this sort of stuff)

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Another question, I have a camo sample, but its not enough for a uniform (eg the spots would be too big and would not be authentic) how do you guys usually scale up camos?

pale bough
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generally you use a camo sample that tiles

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so you can copy it and paste it above or below or to the sides and it's seamless

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and by doing so you can make it bigger

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what camouflage is it? maybe someone here can give a sample that tiles

frigid isle
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thank you, it would be huncam

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its like multicam and rhodie got a child

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that likes paprika

pale bough
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looks pretty neat, better than most multicam knockoffs, but I don't think it's very likely anyone will have a good tiling sample of huncam

frigid isle
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yeah gonna have to solve that myself

harsh arch
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@frigid isle definitely likewise, don't really know too much under the hood

full quarry
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@harsh arch what are you retexturing and are you trying to make it look like something totally different material than what it originally is? post pictures (links to pictures)

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@frigid isle how are you trying to add your texture on the face?

frigid isle
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I used reflect.tech to faceswap an arma face with the face of myself, then i used the custom face guide and placed the face.jpg (1024x1024, less than 100 kilobytes) in my profile directory.

full quarry
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Yeah the custom face jpg thing doesn't exactly work properly anymore I think.

frigid isle
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Rip

full quarry
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It's from Arma2 and when Arma3 skinshader stuff got updated I think it broke there. The skin shader relies on multiple textures combined to draw the face properly and the face.jpg basically just swaps the first layer. And you get the result you have seen.

frigid isle
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Any workarounds?

full quarry
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For proper custom face you would need an addon that adds your face textures to the identities list.

frigid isle
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Fuk. Is it hard to make?

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Or is there any guide

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S

full quarry
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Probably takes some digging to understand how the different parts work. So not a quick couple of hours job.

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And I don't think anyone's written a guide either. There's a wiki page about the skin shader though.

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Which can be helpful.

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Also addon like that only works on custom servers

frigid isle
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I'll check it out when i get home

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I expected that

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Thanks for the help

jade grail
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Hey guys, not quite sure where to find "supershader.fx" ?? for 3dsmax

full quarry
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you sure there is such thing?

full quarry
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that is quite old example

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likely you would need to make your own in similar fashion

jade grail
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Yeah, all the tutorials seem to conveniently skip over that part...

full quarry
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people dont probably use that kind of workflow anymore

jade grail
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what workflow do they use now?

full quarry
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If you mean for texturing, then many have turned to using things like SubstancePainter

jade grail
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I mean for exporting rvmats properly

full quarry
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I dont think anyone does rvmats in Max

jade grail
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then how are they done in SubstancePainter? I use that as well

full quarry
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they are not done there either

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I do mine in text editor for example

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basically you just plug your textures in correct stages and possibly tweak some of the parameters it contains

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only realiable way to make them look right is by tweaking them and looking how that looks in game

jade grail
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Yeah, that's all fine and dandy, I am all about tweaking things to get them to look right. But as far as actually creating the config file for the model, as well as the rvmats for the textures, it's well documented explaining what each class is used for, but I have no clue how to actually start the process.

frozen blade
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start what process? supershader.fx is just a max shader to visualize in max viewport that shader

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nothing less, nothing more

jade grail
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I just mean there's no step by step tutorial specifically for the rvmats as well as the config.

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I know I copy and paste my files into the quotes sheet, I know what ambient, diffuse, emissive, spec, etc.. I know what they mean. But to build a full on in depth rvmat and model config.

full quarry
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there isnt really much anything for the rvmat except that

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you plug in your textures into the correct stages and apply the rvmat to the objects mesh

jade grail
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so what, everyone just magically ends up with a config/rvmat file?

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Right, what does stage1, stage2, etc.. represent? gdepth buffer?

full quarry
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That is not explained in depth anywhere I think. Why does it matter?

full quarry
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for config.cpp and model.cfg stuff there are BI wiki pages

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that shader as PuFu above said has nothing to do with Arma files

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it mimics the Armas render in Max

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but does not fully transfer in any way

jade grail
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It's literally explaining what the rvmat is using

full quarry
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in Max

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it

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does

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not

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matter

jade grail
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No, the script

full quarry
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for Armas engine

jade grail
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Okay, I finally understand it now, sorry man not trying to argue or anything. But you're wrong, that link I provided explains what I've been asking. I just didn't get it until right now.

The definition of individual stages - in a material -

  1. Normal map - this is class Stage 1
  2. Detail map - this is class Stage 2
    3... etc..

You see?

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So now I still don't know how the configs are built (I know, scripting cut and paste, yadda yadda) but to understand it

full quarry
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Oh you meant that. I thought that was not the question since it reads there on the page

jade grail
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Yeah haha, like I'm trying to understand why they're doing the things that they do in their files.

full quarry
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for both config.cpp and model.cfg things there are BI wiki pages on the basic how they work

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class structure, inheritance etc are explained there.

jade grail
full quarry
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and there are examples in the Arma 3 samples on Steam

jade grail
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but where the textures are involved is no where on this page

full quarry
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also you will want to set up your tools and development environment with the PMC wiki arma 3 tools installation guide. That, while not official method, will make your modding life more easier

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textures and materials are set up on the p3d model

jade grail
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Yeah I've set up my own map and everything already. Got the sat images, terrain height files done, now it's just filling it with assets

full quarry
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configs dont play part in that unless you want to configure them to be changeable live in game

jade grail
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Right, like weapons and stuff. So for something like just a rock, I don't need a config file?

full quarry
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if its just a simple terrain object with no functionality, then no

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that needs only a p3d

jade grail
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really ๐Ÿ˜ฎ But the rvmats are the same?

tidal fog
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Always nice to provide them as Eden objects ofc

full quarry
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rvmats and diffuse texture are assigned to the model

jade grail
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Yeah definitely would be helpful to set them up for that as well

full quarry
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that affects their simulation though

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non config terrain objects cost the least performance

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also terrain and editor placed objects can behave differently

tidal fog
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That's just the Editor classes though...

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Isn't it?

full quarry
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editor classes?

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I dont know what that means

jade grail
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Wow, okay. That makes so much sense now. So right now I can just go ham and produce as many assets as I want, but down the road I wanted to make a whole list of assets that can be added I can then worry about config files for them?

tidal fog
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E.g. Land_ classes provided for people to be able to place a map's custom terrain objects in points of interest for example

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But not explicitely used in the terrain itself

full quarry
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Land_ is needed for animated parts, lights, etc features to work on terrain placed objects

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it has nothing to do with the mission editor

tidal fog
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Talking of the old ARMA 2 MAP classes for rocks, trees, etc. and CUP's editor class definitions (probably using the wrong terminology) so old rocks, trees, etc. can be placed

full quarry
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land_ plays no part in that

tidal fog
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I know... I used the wrong terminology ๐Ÿ˜ฆ

full quarry
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and yes making them editor placed might cost some performance

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and by editor placed I mean they have a cfgVehicles config

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cfgVehicles config means they have simulationType X defined, which alters how they are simulated in the engine

jade grail
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Okay, so for terrain builder, how do I need my model set up in object builder? Can I have two texture sets?

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uv sets**

full quarry
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a model/mesh can have as many textures/materials you want, but they will all share uvSet 0

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and in some special cases can use uvSet 1

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for alternate unwrap

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what texture is drawn depends on what texture/material is assigned to a face of the mesh

jade grail
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Okay, so I've textured them as two separate objects, then I attached the two together then exported as one obj

full quarry
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from max I believe its preferred to use FBX

jade grail
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right I meant to say fbx lol

full quarry
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I use Blender myself and its been ages since I used Max so cant recall what was needed for it

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but that sounds about right

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Is it a big object as you have 2 textures for it?

jade grail
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in object builder can I select by element? It's a building

full quarry
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as there are some engine limits on big objects

jade grail
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3700 polys

full quarry
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I think you should explore Object Builder yourself for a bit.

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but yes it can select parts by individual components

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thats not a lot of polies

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but by size I meant its dimensions

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in meters

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as Arma deals in meters and has some limitations on how big objects can safely be

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1 unit in Max is likely to be 1 meter in Arma

jade grail
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Yeah in max you can set it to be meters by default. I tried maya and blender, but max, zbrush, substance, and marmoset is my optimal workflow.

So, I see in surfaces - UVsets - add

Does this add the second uv set? Or do I need to manually apply that one as well? Should I just import the objects separately and assign textures individually?

full quarry
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it has but its quite poor in tool section

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the uvset1 you have there is likely unnecessary though unless your object really needs 2 different looking unwraps on 1 rvmat

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for instance a surface could be unwrapped to use continous texture on diffuse and the Normalmap stage but have different full object unwrap for Ambient Shadow stage texture

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also for buildings it might be good idea to use the multimaterial shader rvmat

jade grail
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Yeah, ofcourse, there's easier ways to do things. It would just be easier on my brain if I kept things organized. Cement textures - one uv, wood textures - one uv

Oh okay so there's a supershader and multimaterial shader?

full quarry
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there are multitude of different shaders that can be used. Although supershader is most commonly used for vehicles and small objects

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and multimaterial for larger buildigns

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there is a wikipage on multimaterial that explains how its used

jade grail
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yeah it's pinned

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This RVMAT is rather self-explanatory. Just keep in mind the following texGens apply to certain colors used in your mask-texture: Definitely not self-explanatory

full quarry
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with some experience it is.

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just dont try to bite off too big a "first thing into game" project

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do something simple and small first

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then move into bigger more complex things

jade grail
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Yeah, I'm trying to find out where that is right now lmao, went to school for game design, and they told me multiple uv sets, and that's how I learned.

full quarry
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things like that vary from engine to engine.

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for what you were taught that likely was the right way to do things

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Arma is a lot older animal and does things in its own way a lot.

jade grail
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It really does, I went from creating my own sliders and toolboxes for custom shaders in unity's drag and drop functionality in their menu. To what ever you call this xD

full quarry
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this is modding though, not making your own game in open engine.

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same kind of restrictions apply on all moddable games that are not made with open engines

jade grail
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Right, which is why I took game design to begin with. I just thought that the 5 years somebody would have made a tool for all this

full quarry
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tool for what exactly?

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you have all the tools necessary in your disposal

jade grail
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well for the rvmats, you drag in your model with the textures, name them then hit export/build and it creates the folders and generates the rvmats and config

full quarry
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possibly someone has made such tool for max, cant remember seeing a public one though.

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for generating rvmats I dont really see a benefit there much since its very difficult to get 3D modeling software viewport look same as in Arma so your rvmat would likely never be accurate enough. you could perhaps plug in the filepaths automatically though.

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for supershader at least.

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config creation would be another animal altogether and you would have to set up all the parameters you want for your object anyway as they cant appear out of nowhere so its pretty much same work to manually build the config as it would be to tick all the possible boxes for different parameters

jade grail
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Yeah that's true, there is a ton of work involved in creating your own mods. Which allows us to appreciate the ones that are up even more. But I swear if someones holding out on us with a program to automate this process, or make us pay for such a thing...

Yeah I would pay for such a thing lmao 5-20 dollar patreon project tiers

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I'm just going to make a rock for now, get it in-game. If that works, then I'll try and get all my building textures into one uv. I think PBR is done through the multimaterial right?

Anyways, thanks for all the help guys

frozen blade
#

what you wanna make? because for structures and alike (or in fact planar UV mapping) multimats are a lot more convenient

jade grail
#

yeah I have the whole thing printed out on my desk lol @frozen blade

Right now I'm not really making anything, just grabbed an old file of mine, it's an outpost with some steps, with some vents and stuff on the outside of it. It's the simplest of the projects, just two objects, two texture files.

Right now I'm just going to create a seamless cliff-face with one repeating texture that rotates around the whole thing.

full quarry
#

for that I would suggest using multimaterial

jade grail
#

For multimaterial what is TexGen?


Material uses more than 8 stages (14) and must use alternative write for TexGen definition - with "class TexGenX". Details are visible in example. All CO maps may have own TexGen. Mask may have own text gen naturally too. Only first 3 SMDI maps may have own TexGen, fourth using TexGen identical with CO4. MC and AS maps using TexGen identical with mask. ```
full quarry
#

read forward

jade grail
#

what do you mean?

full quarry
#

the texgen classes are shown in the examples

frozen blade
#

if you are a max user, a texgen is just a number associated with a map/procedural imput - check any max shader that contains the source and eventually some basic UV controls

jade grail
#

Oohhh okay, I see so it's MATID's similar to substance, right?

jade grail
#

Can somebody explain what does what?

So the black channel for example

class TexGen0     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class TexGen5     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage0    {texture="#(argb,8,8,3)color(0,0,0,1,co)";                                        texGen="0";};
class Stage5    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";                                texGen="5";};
class Stage11    {texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";                                texGen="0";};```

class TexGen0     {uvSource="tex";

Do I replace 'tex' with the file path to the texture?

class Stage0    {texture="#(argb,8,8,3)color(0,0,0,1,co)";    

For this, do I put the RGB value of the mask texture? So anything red will be (argb,136,0,0)color(0,0,0,1,co) ??
full quarry
#

uvsource refers to the models uvSet

#

tex = uvSet0

#

tex1 = uvSet1

#

the stage 0,5,11 you put the texture path of the given type _CO, _DTSMDI, _NOHQ

#

the last bit in the stage line texGen refers to which texGen class that stage uses

#

the uvtransform can alter the scale of your repeating texture and the uvsource as mentioned points to the uvSet

#

multimaterial objects have 2 uvSets, one for repeating textures and one for 1 uvspace filling baked textures like mask and ambient occlusion bake

#

(the special cases I mentioned earlier)

jade grail
#

This is awesome, I know what everything is doing now, but I am still confused as all heck.

jade grail
#

Does the black refer to the black parts of the mask?

full quarry
#

this is useful too as an example

jade grail
#

Yeah no, that is the resource I've been asking questions about, I posted it, pufu posted it

full quarry
#
#

you have this

jade grail
#

yeah that was referring to pufu's replies

#

but earlier I think I posted it too, either way I've read it lol

full quarry
#

๐Ÿ‘

jade grail
#

It really needs an eli5 version

full quarry
#

eli5?

jade grail
#

explain like I'm 5 lol

full quarry
#

ah

#

that wont work in Arma modding

#

the learning curve gets very deep fast unfortunately

jade grail
#

I know I know, lol, I just mean I need to see it demonstrated step by step

full quarry
#

that also is unlikely to happen unfortunately. Making step by step stuff from this is very timeconsuming

#

the people who learn this stuff either quit out of exhaustion/get bored of it/ppl stealing their hard work or they get engaged in their own projects and dont have time to write stuff down

jade grail
#
{
 texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";
 texGen = "5";```

(argb,8,8,3) - can you break this down for me? Then this? (0.5,0,1,1,DTSMDI)
#

Like what does the first 8 mean, then the other 8, then the 3, etc

full quarry
#

cant remember the term whats it called but lets say its the textures type.

#

that there is the default, neutral procedural texture

jade grail
#

they're all 883

full quarry
#

for DTSMDI type texture

#

yes thats rgb alpha somethingsomething type texture

#

its not something you need to worry about

jade grail
#

oh ok so I keep all that 883?

full quarry
#

the part after color is (R, G, B, Alpha, texture suffix)

#

and the procedurals often get replaced by your texture files

full quarry
#

but if not then you would keep them as is

#

no idea whats that from truth to be told

#

I do my multimaterials in text editor

full quarry
#

ah its some max thingy

#

no idea about that, never used such

jade grail
#

this is exactly why all this stuff needs it's own ecosystem. That way you could just tell me where and how lmao, it's all over the place.

full quarry
#

feel free to collect and curate it into new form now that you are learning it

jade grail
#

Yeah I'm documenting everything as we speak

#

it's the only way I can really explain it if someone asks

full quarry
#

To be honest I learned this stuff about 6 years ago when there was maybe half of documentation of whats there now.

jade grail
#

yeah I went to school because I thought I didn't understand it lmao, but no it's just a whole different ball game xD

full quarry
#

school can only teach you as much. The most valuable skill you can get from it is how to seek knowledge yourself and apply what you know in creative ways when you encounter a problem.

#

it probably gave you some good basics but those apply only to narrow scope of things that are out there.

#

like this case in Arma

jade grail
#

yeah they kept saying google was my friend and refused to teach certain things sometimes cause it was on linda.com lol

full quarry
#

thats exactly what I tell ppl most of the time.

#

well occasionally in a bit more words than that

#

sometimes even giving a hint on what to look for ๐Ÿ˜„

#

Basically all of this stuff is in the WIKI and BI forums. spread around in questions and answers

#

and had you experimented more with RVMATs before jumping into the deep dark end where multimaterial is you would be less confused

jade grail
#

I really wish I could not spend a week googling stuff.

Is there any way you could explain for a cube? Like lets say all the cubes sides are a different colour. Where does the mask go, and where the rgb values are?

full quarry
#

no im out of time. it would take hour at best and few if you need the 5 year old version.

#

experiment.

#

and experiment getting that cube in game and textured with something simple first

#

you are already getting ahead of yourself with this advanced stuff while basics are bit off

#

expect that you will need few weeks to learn "all" stuff

jade grail
#

Is there a video that doesn't skip the process?

full quarry
#

cant remember

jade grail
#

I watched a video that was 3 hours long, learned nothing, then 20 minutes into his next video, he casually mentions the terrain builder atlas, then I googled it, and bam had a map done and ready ingame in like 20 minutes lol

full quarry
#

terrain related videos are all useless

jade grail
#

Right? They skip VERY important details, too many to name

full quarry
#

they do basic stuff very poorly

#

and well advanced too

jade grail
#

and takes them houurrs to go through it

full quarry
#

yes

#

video is not a good format for long explanations

jade grail
#

unity, I can look up how to procedurally generate a building, and the videos aren't even near as long.

#

all in c#

full quarry
#

and there is a bit of truth in the struggle of learning being positive thing

jade grail
#

very real statement right there

full quarry
#

Id still prefer it in written format

jade grail
#

Same, that's how I first learned back in the day

#

but people learn differently, and honestly without his videos I thought I would never know how to script

full quarry
#

its far easier to get back to some part of written tutorial than trying to find that 1minute 54.4 second mark

jade grail
#

well - scratch the surface of it at least

frozen blade
#

just unpack the 7z in your P: drive

jade grail
#

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

Annnnd the textures in the first rvmats I did work too. I'm just going to pretend yesterday didn't happen, because ofcourse everything works now.

#

probably just need to reset the xforms shrug

jade grail
full quarry
#

also. open up the Arma 3 Samples from steam and explore them

amber belfry
#

I'm using a custom NOHQ for a uniform reskin. I copied the vanilla RVMAT to change the path to point to my new texture_nohq.paa. The new normal map works, but the lightning of the model is now awful and too dark/bright.

Why is this happening if I only touched minor details on the nohq? Even 99% of the nohq is vanilla.

full quarry
#

how did you pack it?

amber belfry
#

I just tested and the same thing happens even if I just use the same vanilla normal map

#

I extracted the rvmat and textures from the base game

#

copied it in my mod folder, and used the Addon builder

#

the rvmat is unbinarised

full quarry
#

how do you apply it?

#

and what is the path you use?

#

are you packing the addon from P drive?

amber belfry
#

No, I'm not using the P drive, my usual procedure is just using the Addon Builder to pack my test modfolder.
The paths in my config are to my modfolder. Everything works except the normal map/rvmat.

If I just copy the rvmat in it's vanilla state and load it explicitly in my config with hiddenSelectionsMaterials[] it works correctly.

Basically I have a custom 2 part texture for the I_Officer_F model/uniform. The texture is set with hiddenSelectionsTextures

If I change the line in the rvmat to point to the exact same nohq, but this time from my modfolder where I copy the nohq.paa, the lightning gets messed up for the upper part of the uniform.

full quarry
#

Right. Cant help you further since youre not using the standard procedure.

amber belfry
#

Ok. I mounted my work folder to P:. Packing from P produces the same results.

full quarry
#

what kind of paths are you using in the rvmat?

#

and how are you applying the rvmat

amber belfry
#

rvmat is applied in config like so:

class mg_model_officer : mg_base_model_bdu
    {
        uniformClass = "mg_bdu_officer";
        hiddenSelections[]={ "Camo1","Camo2","Insignia" };
        hiddenSelectionsTextures[] =
        {
            "\mgaming_uniform\Data\mg_bdu_officer_shirt_co.paa",
            "\mgaming_uniform\Data\mg_bdu_officer_pants_co.paa"
        };
        hiddenSelectionsMaterials[] = {
            "\mgaming_uniform\Data\mg_bdu_officer.rvmat"
        };
    };
#

same path structure in rvmat

#

applied like that, with a copied vanilla .rvmat, everything is fine

#

The problem starts when I change the path to the mod's nohq

full quarry
#

the default model does not have more than 1 camo selection

#

I hope you dont have illegally edited the A3 models.

amber belfry
#

I'm not touching the models, it's just a reskin.

full quarry
#

you said youre using I_officer_F model?

amber belfry
#

I call it a "model" in my config, but I'm not doing any 3d work, just textures.

full quarry
#

as far as I can tell it does not have Camo2 selection

amber belfry
#

It's the AAF officer uniform, and it has a separate file for the upper and lower body.

full quarry
#

so its not the model that I_officer_f uses?

amber belfry
#

it should be

full quarry
#

model = "\A3\Characters_F_Beta\INDEP\ia_officer.p3d";

#

this one?

amber belfry
#
class mg_base_model_bdu : I_Officer_F // BASE CLASS
    {
        author = "Marius";
        scope = 1;
        displayName = "[MG] Uniform Base";
        modelsides[] = {3,2,1,0};
    };
#

This is the base class, beyond that, I'm not setting paths to any models or anything.

#

I'm simply inheriting I_Officer_F, and reskinning.

full quarry
#

it has only camo1 selection

#

no wait it has camo2 too

#

scratch that

amber belfry
#

Yes, it has 2 parts.

full quarry
#

have you tried giving the second selection rvmat in the hiddenselections?

amber belfry
#

This works ok:

{
    texture="a3\characters_f_beta\indep\data\officer_spc_nohq.paa";```

But this not:

class Stage1
{
texture="\mgaming_uniform\Data\officer_spc_nohq.paa";

full quarry
#

can you see a difference in how the path is written?

amber belfry
#

you mean the leading \ yes

#

can this be a problem?

full quarry
#

have you tried without it?

#

yes

amber belfry
#

hmm, let me see

#

damn, this was the problem

#

I'm so sorry for wasting your time with this, and many thanks.

full quarry
#

๐Ÿ‘

dusk bone
#

Hey question for u all textur maker , i know the sun reflect on road only when the road is wet but for arma 3 we can create rvmat look like more metal plastic etc... But i see a map with a road speculing the sun like a plastic but that was beautifull , Do u prefer look more realistic or more beautifull

full quarry
#

I often feel the plastic look is weird.

dusk bone
#

I think same, but the Sun speculing on road when u turn look great but not realistic

frozen blade
#

since there is no real time wetness of surfaces in A3 when/after it rained

#

you can feel free to create your own artistic interpretation

mellow star
#

@dusk bone Can you post a screenshot of your 'wet' roads (and the rvmat)?

frank pebble
#

Technically texture stuff, but how would one go around making multicam the easiest way

versed nacelle
minor arch
#

Hey guys, is there a marker (similar to Sign_Sphere10cm_F) which is smaller? I am looking for something 0.5cm - 1cm in diameter (hard to get a grouping when the marker is 10cm wide hahah)

frank pebble
#

Thanks grez

dreamy escarp
#

might be a dumb question but iโ€™m trying to do a plane (ceaser) and a van (cargo) texture yet i cant find the templates anywhere

full quarry
#

BI never released templates for all vehicles

#

there is a community template list in BI forums that might have some

#

but if not then you would need to make your own

old lodge
#

Hi, could anybody help me find the woodland and desert variant of the Nato T-shirt? I've been trying to find it for some time and couldn't.

grand warren
#

you mean the file location?

old lodge
#

yes

#

like where to find it

#

so i can put it in gimp and texture it with my camo

#

i only found the combat/recon fatigues

grand warren
#

can't access the game atm. can you give me a class name? i have the "all in one" arma config open atm and could look it up for you
@old lodge

old lodge
#

ermmm

#

1 sec

grand warren
#

๐Ÿ‘

old lodge
#

U_B_CombatUniform_mcam_tshirt

#

and the woodland one...

#

U_B_T_Soldier_AR_F

odd crane
#

is 2048x4096 ok for a weapon?

grand warren
#
        {
            author = "Bohemia Interactive";
            scope = 2;
            displayName = "Combat Fatigues (MTP) (Tee)";
            picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_tshirt_ca.paa";
            model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
            hiddenSelections[] = {"camo"};
            hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa"};
            class ItemInfo: UniformItem
            {
                uniformModel = "-";
                uniformClass = "B_soldier_AR_F";
                containerClass = "Supply40";
                mass = 40;
            };
        };```
#

@old lodge

#

i hope this is what you are looking for

old lodge
#

interesting

#

well

#

hmm

#

i think i'm a bit confused as to where i instert this into my config and where/what do i replace with the name of my texture

#

ooh ok nvm

#

ik where to insert it

#

but, which one is the texture

grand warren
#

hiddenSelectionsTextures[]

old lodge
#

and the thing is that I also need it's template

#

so i can retexture it

grand warren
#

yes

#

a template can be found in the arma 3 samples iirc

old lodge
#

ahh yes.

strong stone
#

@odd crane Ya, should be plenty

old lodge
#

Well, thank you very much.

grand warren
#

you're welcome

odd crane
#

Thanks trueblood

robust vapor
#

hello, I'm trying to retexture the RHS SAF M10 summer uniform, are there any .psd resources that are available? or other templates?

full quarry
#

Likely not unless someone else has retextured it too. Mods rarely release such files I think.

robust vapor
#

AAF 2017 retextured it too

#

so there may be a file circulating

grand warren
#

@robust vapor
check the RHS license first if you are even allowed to do so

robust vapor
#

yes I've read it a couple times, it's not one of the prohibited items

grand warren
#
While in general we choose to tolerate re-textures of our original content, as per RHS NoDerivatives End User Agreement , we reserve the right to enforce our IP rights at our own discretion upon certain or all files, in accordance, but not limited to, the original author desire.

.

List of files we do NOT allow 3rd party re-textures:
RHS ACU - base class name: rhsusf_army_acu_uniform
RHS ABU - base class name: rhsusf_airforce_abu_uniform
RHS BDU - base class name: rhsusf_army_bdu_erdl_uniform
RHS Bonnie - base class name: rhs_bonniehat_camo & rhssaf_bonniehat_camo
RHS 8point - base class name: rhs_8point_camo .
Notes
exceptions include, where available, insignia, identity and rank HiddenSelections```
better to ask first imo
#

just to be on the safe side

robust vapor
#

alright, will do

frozen blade
#

@robust vapor yeah itโ€™s fine

frank pebble
#

it is

#

the bdu,abu and acu can't be retextured

fervent raven
#

So out of curiosity, is there something special to do when bringing textures from substance to arma or just the usual

full quarry
#

special how?

fervent raven
#

Like a specific parameter to adjust when exporting or just straight good to go

strong stone
#

@fervent raven
For my PBR metallic roughness workflow I use these export parameters. I also multiply the SMDI with the AS map.
https://i.imgur.com/nciwXJv.png

#

You have to do some color adjustment on metallic parts.

grand warren
#

@fervent raven
SP does not represent the lighting like in arma. CUP has a shader thingy (?) for SP that comes close to arma. you can ask for it

fervent raven
#

Ok Iโ€™ll keep that in mind for now Iโ€™m just trying stuff out on my side

full quarry
#

metallic-rough stuff wont work out of the box. Albedo and diffuse are different from one another too.

silent onyx
#

you can use a normal diffuse spec and gloss workflow in SP too and that seems to turn out quite well when exporting it

celest obsidian
#

There is a public shader available somewhere (on github ?). Metallic roughness always need tweaks, it just doesn't work really well in Arma, use spec-gloss as much as possible, it's easier.

severe rune
#

yes the.. thing that was always there is still on github

celest obsidian
#

Don't hesitate to make your own templates, export presets...etc.

silent onyx
obsidian nimbus
#

Is there a way to find all references to a specific texture file within a number of .rvmats? Using moveobject I know you can find all model references to textures and materials, but I don't know of a way to check rvmat files for references as well.

I am essentially looking to move the location of several detail textures to a new directory, but I don't know for sure exactly which materials I used them in. Is there any simple solution to this?

#

Help would be much appreciated

severe rune
#

notepad++ find in files

obsidian nimbus
#

I was hoping there would be a better solution than that. It will need to search ~40,000 files

#

I'll just have to do it in different directories at a time. It crashed when I tried it yesterday

severe rune
#

well notepad++ does that for you in a few seconds.. soo..
Just obv add rvmat filter

arctic cedar
#

I have a question for the texture artists out there....I was wondering if there are any tips and/or tricks to ensure a decent look for a splinter camo for use on vehicles, or is it pretty much "just draw a bunch of shapes however you want" kind of technique?

frigid escarp
#

@obsidian nimbus agent ransack, powergrep, moveObject works also on rvmat

obsidian nimbus
#

@severe rune it's very slow for me if I'm doing over 1000 files at a time. I'm not sure why that's the case since I have had at least that many open at once before.

@frigid escarp ok, I'll look into it

#

@arctic cedar what I have done one the past is render noise clouds in PS, and then posterize them so they are pure black and white. I use the white as a selection, and use "smooth selection" until I get it smooth enough. I use this selection as the mask on a solid color layer, and then repeat the process for another layer, for every color I want. Also have a background layer with a color

#

Before you posterize the noise, you can use levels or brightness and contrast to get the white areas to be bigger or smaller, so you'll end up with bigger or smaller "clumps" of that color

obsidian nimbus
#

@frigid escarp I realize the reason it wasn't listing the references properly is because the path name is greater than 32 characters

#

Which is a limitation for unbinarized models from what I understand. Anyway, looking at the other solutions now

frigid escarp
#

moveObject? or what has this limitation?

obsidian nimbus
#

moveObject

#

actually the document says it is only for

ofp unbinarised p3d's (odol-sp3x) cannot have

    more than 32 character default path
    more than 32 character texture names
    more than 58 character proxy names
     

Wrp unbinarised ofp files (4WVR) cannot have

    more than 32 character texture names
    p3d model names > 76
    p3d model names <3
     

wrp unbinarised arma files (8WVR) cannot have

    less that 3 characters for p3d model names

so maybe it is a bug?

frigid escarp
#

what bug specifically?

obsidian nimbus
#

That the textures inside .rvmats of unbinarized .p3d's aren't listed by moveobject

frigid escarp
#

this is normal

#

rvmat data is only merged into p3d by binarize

#

so either you process ODOL p3d, or you run moveObject also on the rvmat itself

obsidian nimbus
#

I see. I'll just have to check unpacked data then

#

anyway, thanks @frigid escarp and @severe rune for the help

severe rune
hollow oracle
#

Having some issues with weird reflectiveness on in engine assets. Usually can fix it with tweaking the SMDI but having no luck so far with this one and wanted to see if you guys had seen this before and how you fixed it
Previously I've had luck with boosting the contrast and range of the blue channel in the SMDI, but that's not cutting the mustard this time... Looks the same in game as it does in bulldozer

acoustic dove
#

thats smoothing issue

full quarry
#

๐Ÿ‘†

hollow oracle
#

Hmm weird that it renders fine in other programs then

acoustic dove
#

you have to properly port the model in order to have proper smoothing groups in OB

#

and thats very finicky with OB

hollow oracle
#

Yeah

#

Okay well maybe I might have to insert some quick slices and see how I go. Any other ideas for pathways to fix this?

acoustic dove
#

well how you porting it?

hollow oracle
#

This model in particular I exported as an FBX out of 3ds and just imported through the normal import option in the top menu bar and scaled down

acoustic dove
#

be sure you export smoothing groups

#

because by default it doesnt

hollow oracle
#

Yeah checking I didn't miss a tick box somewhere

#

thanks for helping me narrow my search down

#

So many variables in this process ๐Ÿฅด

dense peak
#

Would someone be able to make a couple skins for the Mi-24p for CUP?
Some serious and some not so serious.

full quarry
grand warren
#

@dense peak
you can ask on our discord (CUP) if somebody has a PSD for the helo and you can give it a shot yourself

dense peak
#

@grand warren Would there be a tutorial somewhere?

#

And what discord?

grand warren
#

nope. not that i know of

dense peak
#

Well if anybody is intrested or has a tutorial if its simple enough let me know please.

full quarry
#

there are plenty of tutorials on how to use Photoshop/Gimp or any other image editing program. You would just paint your changes into the texture

dense peak
#

I know that but how would i put it into the game?

#

I suppose that is not this department.

grand warren
#

it requires some config writing tho.
feel free to download my first ever mod. it was a retexture mod.
https://forums.bohemia.net/forums/topic/177423-tf47-desert-vehicle-pack-retex-wip/
unpack it and dig through what the configs look like

#

@dense peak

severe rune
#

aand gone. wtf

versed nacelle
#

yup... had a bad feeling about it... so it's good that he's gone now

severe rune
#

And ban evading second account banned too... ๐Ÿ™„

rose minnow
#

did a guy get banned because of hex edititing texture paths?

#

is that bad? it used to be the only way to do it...

severe rune
#

Editing models that he can't, redistributing edited models which he doesn't have permission to, then stating he has permission that he has not, then ban-evading/dual-accounting
So yes, partly

rose minnow
#

"Editing models that he can't" but i think in this case (trees) that is rather a technological limitation that he was bypassing (no hiddenselections) than trying to steal/bypass forbid/etc. i mean just putting the offence in perspective if we wouldnt edit models that we technically couldnt there would have been no Arma/OFP modding in the first place... i dunno about the redistributing, i agree that might be a different story but a perm-ban based on hexing seems not so cool. I dont question the moderators, but just stating my opinion

#

the ban-evading i dont take into account also because that would not happen if the original ban wasnt there, but i agree if thats a rule its a rule

#

just saying that a lot of us OFP vets would be banned today if hex editing was wrong ๐Ÿ™‚

topaz talon
#

If my model has a texture and a normal map how do I apply the normal map to the model? I got the texture on it just fine but I tried making an rvmat with the normal and it just turned the whole thing black.

full quarry
#

You need to use correct formatting of rvmat. There are default examples in a3\data_f\

topaz talon
#

Is it okay to only have a single normal map? I see a bunch of stages with various textures in the samples

solid tartan
#

Trying to get into doing retextures and such. Tutorial video I found said I needed Eliteness and TextView 2. I downloaded Eliteness but I canโ€™t find a download file on the BI site for TextView 2. Does anyone have a link for it?

full quarry
#

you need to set up the full development environment and Arma 3 tools

#

PMCwiki has guide how to set them up

solid tartan
#

Okay, I already have ArmA 3 tools downloaded. Iโ€™ll check out PMCwiki. Thanks!

lofty kettle
#

Just a tiny question, are sign textures (for billboards and such) subject to the same divisible by 2 rule across the board? (EG: a big billboard will work on a 512x512 and so to will a small billboard?)

full quarry
#

all textures are subject to that rule yes

#

what aspect ratio works for an object can vary though

#

1:1 2:1 1:2

quick lance
#

Hiya, I'm having an issue where my material appears dark, as if in full shadow in buldozer and in game.
I've tried playing with my SMDI map and RVMAT values but the issue persists so I assume something is set up wrong entirely rather than a value being off but am unsure what.
I have all the textures, RVMAT and picture example in a google drive folder if it helps.

full quarry
#

are all your textures correct resolution? (power of 2/typically 2048x2048px)

what type of shaders are you using in your rvmat?

black can indicate also pathing error.

have you set up the P: drive and development environment according to PMCwiki guide?

quick lance
#

Textures are all 2048x2048, P drive is setup, no pathing errors I'm aware of. Do you mean vertexshader and pixelshader?

full quarry
#

yes

quick lance
#

Super shader for both

full quarry
#

Do you have all the correct stages in it?

quick lance
#

Looks so according to the wiki, 7 stages and stageTI

full quarry
#

If you replace it with the default supershader rvmat from a3/data_f/ does the texture show?

quick lance
#

Yes, My original diffuse texture still shows if that's what you mean. And issue of darkness persists.

full quarry
#

how have you typed the paths to your textures?

#

if you use the default supershader as base and replace each stage 1 by 1 where does it break?

quick lance
#

Hm, issue did not go away when everything was set to default but then when looking things over it went away at some point. I am unsure what I had wrong but RVMat is set back to what it used to be and is all working.

#

๐Ÿคทโ€โ™€๏ธ

#

Thanks for your help and how much time you put into helping people here, I scrolled through logs of the channel to see if anyone had found fix for it recently and you've provided a lot of help to people.

full quarry
#

๐Ÿ‘ possibly there was some path issue somewhere. Good that its working now.

hollow oracle
#

Not sure if this belongs in this exact channel, but I'll start here.

Created a pistol, used very similar config to past weapons. Picture displays in arsenal, does not display in inventory. Error states cannot find my logo (same picture as displayed in arsenal, error only appears when relating to inventory)

https://imgur.com/a/jr9162l

Reference: Image successfully loaded in arsenal selection, image not loading in inventory, error from inventory opening, my line of code.

full quarry
#

Perhaps more a #arma3_config thing. @hollow oracle buut what are you packing with? Triple check paths for typos, copy paste the working path etc.

hollow oracle
#

Mikero's PBO project, path seems to be working fine as the arsenal can find the picture perfectly okay...

full quarry
#

Perhaps compare to some vanilla weapons path syntax for that if there's some certain way to type it. Like no / in the front

hollow oracle
#

Fixed, added the _ca suffix. Won't bother transferring to to #arma3_config since it's all tied up. Thanks for your help @full quarry don't know why it took me so long to clue on haha

full quarry
#

It's quite important to always include the correct suffix type.

still ibex
#

daft and hopeful question, is there an rvmat/texture I can apply that would make anything behind a plane with it applied not rendered

#

for example i want to make a tank driver viewport, and wondering if there is such magic that would not render the rest of the tank behind a plane with said texture/rvmat applied

#

or am i going to have to cut out the viewport in the model

#

any help much appriciated

full quarry
#

I believe there is no such texture available so the view port needs to be in the mesh. However the viewLod is separate from the main resolution lods so you dont have to cut it into all of them, just into the viewLod

still ibex
#

aye i was wishfull thinking

visual agate
#

@still ibex, youd need a PilotView LOD for that

#

might have the name wrong

still ibex
#

Yeah I know that just wondering if there was some rvmat trickery to avoid modelling a widening tunnel in my pilot lod

spark shore
#

anyone has an UV map of the finish gate from karts?
not trying anything sketchy, just want to see how the texture is laid out considering its completely white

full quarry
#

nopes

#

cant be obtained

spark shore
#

I can't see the finish text on the hiddenselection
could use that for reference at least

full quarry
#

apply a UV checker texture on it. thats likely the only way to get anykind of look on what part is where

#

or see if any of the other textures its rvmat uses have any clues

spark shore
#

guess so

spark shore
#

trying to convert an empty invisible texture from png to paa but imagetopaa always fails

pale bough
#

you using the _ca suffix?

full quarry
#

what resolution is it?

spark shore
#

2048x2048
and yeah tried with _ca aswell
seems to fail on other 2048x images aswell, even ones with no alpha

full quarry
#

try restarting computer? the tools sometimes go poop

#

has happened to me occasionally

#

oh also check you have not ticked any of the excludes

spark shore
#

tried that and that
I'm not sure yet but it seems that if I save the pngs with gimp instead of paint.net it works

bronze bolt
#

Does it only happen when trying to go from png?

#

oh interesting

spark shore
#

same for tga and jpg

full quarry
#

paint net could save them with some incompatible setting

#

tga needs to be without the RLE compression when saved in gimp for example

spark shore
#

could be related to the file size or something
maybe a paint.net update

bronze bolt
#

Also, as you were asking about the finish gate, it's at \A3\Structures_F_Kart\Civ\SportsGrounds\Data\Finish_Gate_cloth_CA.paa

full quarry
bronze bolt
#

that's the one

full quarry
#

to continue that a bit, comparing to other used textures can be useful. Like here the gate cloth texture is almost same grey all around, but the normalmap shows the shapes more clearly

spark shore
#

oh right I could have just used the CA

#

thanks everyone

ashen plank
#

I want to obfuscate a pbo containing retextures for a mod.

Whilst I have permission to retexture, the original mod itself is obfuscated. Would I need to get the p3d (and rvmat) files to put on my P drive before I can obfuscate or have I misunderstood the limitations here?

versed nacelle
#

obfuscating only makes it harder to extract the pbo, but all the files inside are still accessible through the game, including the paths to files.

full quarry
#

To make a proper mod you would need P drive and properly set up tools anyway.

#

You don't need p3ds for retexturing

#

Only legit way to retexture is with new textures applied through hiddenselections in new config classes @ashen plank

#

You do not repack anything from the original mod

ashen plank
#

I have all of that, the mod usually works just by pboManager- but now I'm using pboProject it's complaining that certain files don't exist when they clearly do and even work in game.

full quarry
#

PboManager is not proper addon building tool.

ashen plank
#

Hence why I'm now trying to use proProject.

full quarry
#

For retexture config you only need to refer to your new textures in the config.cpp hiddenselections. And inherit the rest from the original mods configs and files by using it as required Addon in the cfgpatches.

#

If pboproject is looking for files other than your new stuff you got some unnecessary stuff in your configs.

frigid escarp
#

@ashen plank you can create dummy files on P drive for pboproject to pass

ashen plank
#

Thank you both. I'll try later to fix the issues ๐Ÿ™‚

lofty prawn
#

Anyone having a problem where Object builder just refuses to start up?

full quarry
#

Running it from the exe not from Armatools?

lofty prawn
#

Oh, running from Arma tools didn't work but running it from the folder works

#

but now it's crashing whenver i load a model into it

errant palm
#

if you are trying to load a binarized .p3d it will crash

#

you need an unbinarized p3d

full quarry
#

Models from mods or Arma3 data are not accessible and not meant to be edited.

#

@lofty prawn

spark shore
#

Anyone knows the RGBA values of the blufor and opfor colors?

strong stone
#

@spark shore Just pop the co textures from the assets open and pull the colors.

spark shore
strong stone
#

Oh, your talking for map markers?

spark shore
#

yeah I was looking for their distinct shades of blue and red

fleet fjord
#

Anyone know why this might be happening:

#

the texture is transparent

#

and the alpha channels show up in texview

#

Maybe I missed something in the rvmat?

full quarry
#

does the object origianlly have alpha texture

fleet fjord
#

yes

#

well

#

what do you mean

full quarry
#

on that part does it have an alpha transparent texture

fleet fjord
#

you mean in objectbuilder?

full quarry
#

well yes.

fleet fjord
#

it should

#

how could I confirm that

full quarry
#

are you converting your textures to .paa with correct suffixes?

#

well what texture have you made it to use by default

fleet fjord
#

do suffixes actually matter?

full quarry
#

yes

fleet fjord
#

and the default texture is the correct texture

full quarry
#

๐Ÿ˜‘

fleet fjord
#

also I never thought suffixes matter

full quarry
#

๐Ÿ™ˆ

fleet fjord
#

so I need to put _co after everything?

fleet fjord
#

got it

#

Thanks man that probably is causing some other issues lmao

broken sun
#

does anyone know the names of the vanilla NATO Carrier GL vests in configs for retextures? or where they are located?

full quarry
#

characters pbos.

broken sun
#

right! but which! aaaahhhhggg

#

there's so many!

#

characters_f?

full quarry
#

you can also get the all in one config dump and look it up there

#

possibly, cant remember whats in each of them

broken sun
#

i swear i've combed it all through but yeah good point i will try the dumb instead

#

hey horrible,

#

would it be possible to remove the arm pads on it?

#

i assume that would probably entail diving into the 3d side of things...

full quarry
#

cant edit the 3d model.

#

only retexturing is possible

bronze bolt
broken sun
#

so is there a way to make the pauldrons invisible without editing the 3d model?

grand warren
#

Not possible without model editing

broken sun
#

aw man :c

bronze bolt
#

I've made parts of vehicles invisible before

#

Not sure what it is you're talking about, so don't know if it would work or not

#

oh, I know what you mean, I suppose you could maybe do it, but it would probably look weird

#

No, never mind, I just tested to be sure and it goes black. Must have been thinking of something else

narrow tartan
#

Hey guys! How you doing? I wonder how to do config for 6b23 (6sh116) vest retexture from RHS. Any ideas?

grand warren
#

@narrow tartan
Read the RHS eula if you are even allowed to do retextures. When in doubt, contact them and ask.

narrow tartan
#

I've done it already

grand warren
#

What exactly?

narrow tartan
#

I checked the Eula, it should be fine with me

grand warren
#

"While in general we choose to tolerate re-textures of our original content, as per RHS NoDerivatives End User Agreement , we reserve the right to enforce our IP rights at our own discretion upon certain or all files, in accordance, but not limited to, the original author desire."
Better ask first

bronze bolt
#

I mean, if you have no plan to distribute it, then it doesn't matter

full quarry
#

You should always respect the wishes of fellow makers.

#

its the decent thing to do.

visual agate
#

Considering there was just an article on RHS, id double triple check lol. There was a statement that the RHS crew took someone to court.

fervent raven
#

Tbh sometimes itโ€™s the only way to make people learn that their actions have consequences

full quarry
#

what article was this?

spark shore
#

would a court behave professionally about these things?
or would they go IP theft in pew pew game is not a real crime

full quarry
#

ah this one

#

that was CUP btw

#

the mentioned court case there

#

theres interviews from both CUP and RHS people

#

@dense peak is there something texture making related there?

#

spam is not very well tolerated here.

dense peak
#

i don't know what you're talking about

frozen blade
#

regarding RHS retextures - we do not allow any retextures retextures, we tolerate them. From a practical pov, it is more or less the same thing, with one big exception- it means we (RHS), and in particular me, can always ask you to remove these, or just drop a DMCA. I have done it before, pretty sure i will do it again.

lone oxide
#

Hey! I'm trying to re-do some contact and global mobilization textures, but I need these to be loadable as a mod, so you won't need to add "scripts" to the vehicles and clothing, but they just work by themselves.

Anyone know a "legal"/"legit" way of doing so?

full quarry
#

its called retexturing via configs hiddenselections. basically, if a model is made so that its textures can be changed then you can create new config class for it and point the hiddenSelection textures to use your new textures that are packed into your new pbo

#

no original models are used for that

lone oxide
#

Okay. So it's just a .pbo containing a .paa texture and a config that points to the model?

full quarry
#

it inherits the original configs creating new version of that object/vehicle/thing and replaces few lines like name and the texturepaths

#

there are stuff about that on the BI forums

lone oxide
#

Okay. Thank you man!

visual agate
#

The model needs the hiddenselections though. Otherwise nothing happens

full quarry
#

Indeed

fading marlin
#

Not sure if this belongs here, or model makers, or scripting, but...
Is there away to grab the satmap texture of whatever map you're on and apply it to an object?
In practice, looking for "briefing room" prop that has the local map auto-applied.

full quarry
#

no

#

or well yes but not in usable way

#

the satellite image is split into 10s or 100s tiles that have x amount of overapp and usually are 20-40k pixels wide when put together

fading marlin
#

Copy, thanks. So the only effective way to do this would be to stitch those together and make a different prop for each map? Oof.

full quarry
#

no you that would not be user friendly. you would need a picture of the map in normal texture resolution

fading marlin
#

Sorry, that's what I meant - not to try to do it when applying the texture, but to create a larger image and save that as a resource. Either through stitching in a graphics program, or something simpler (if cringier) like screen capping at a decent resolution.

safe needle
grand warren
#

you have class PoliceWOW defined two times

#
{
stuff
};
class PoliceWOW : PoliceWOW_base
{
more stuff
};```
#

@safe needle

#

try this

#

wait... no... i misread...

full quarry
#

Steam Arma3 samples have a good base layout to work with.

safe needle
#

@grand warren
Thank you, I discovered this problem after I sent a help message and
I repaired it myself

neat cape
#

Good evening (ye its evening on my time xP )

Got a little question and ill try it on the texturing section..

I would like to improve my buildings with some interior lights, and its working. But the lights are shining trough the other walls or sometimes also trough the whole building to the outside terrain.

While i was working with my helmet light, the flash cone did some weird light reflections. I have tried to add in the rvmat files of the building some masks and so the helmet flashlight cone did a well job on the surfaces, nothing weird looking.

Is there a way, to add any commands or masks to the rvmat files that the light doesnt shine trough walls? Or is it a arma engine bug?

If its a bug, is it possible to define the lights like a moon, or a sun? Cause these lights are the only lights that casts shadows and dont shine trough walls.

full quarry
#

Lights in Arma are quite basic, so you would need to them up so that they are not very bright and bleed through the mesh.

neat cape
#

So you mean, instead of adding lights to each room, i should do 1 or 2 lights at the top of the building with a hidden flare?

full quarry
#

No but dimmer lights.

#

And possibly not omnidirectional point lights, but directed ones that that point down.

silver gull
#

you cant block lights, its (for all intents and purposes) impossible

spark shore
#

how would I go as to simulate a plain glass texture

desert raven
#

partial transparency?

spark shore
#

but of what
gray?

desert raven
#

nothing really depends on the glass you trying to simulate...

#

unless ya trying to make privacy glass textures or something with scratches, rust streakes or some other kind of surface effect other then a smidge of color for tinting, or towards black for tinted window.. glass is really nothing more then a white almost full transparency.

spark shore
#

makes sense

desert raven
#

thats a old factory glass pane texture you'd tile it over an area to make it look like individual pieces of glass. (basic but works for effect)

spark shore
#

now for a slightly confusing question
I'll try to phrase myself as correctly as possible
any hints as how to make that tinted side? https://imgur.com/a/mNnpkHQ

desert raven
#

the edging?

#

you can do the green easy. the effects you see on the edge of the pieces of glass is caused by internal reflections. you could just simulate it but...

#

not sure if arma is that high level of modeling that supports internal reflection/raytracing

#

as for making the basic texture for that edge use your same color but go a bit darker and a few bits more to solid that will make it appear the light has a longer path like it does looking thru the long edge of glass

spark shore
#

mhmm, I got the idea thanks

rare dove
#

I guess I still have granaty.paa which works, so I best derive _nohq and _smdi from that?

grand warren
#

@rare dove
i got it open. seems like the mipmaps are ๐Ÿฆ†ed up. want me to send you the result?

#

(as TGA)

rare dove
#

yes, please!

grand warren
#

1sec

#

here ya go

#

@rare dove

#

i think those textures might be created with the very old PAA plugin for photoshop

#

this can cause some serious trouble

rare dove
#

thanks! Any insights how to fix them? I have maybe a dozen of them in uns_east.pbo

grand warren
#

no clue tbh
since i couldn't open it with any of my image programs, i remembered that old PAA plugin for PS and gave it a shot. i could open it then in PS but it asked me to discard mipmaps. i exported it as TGA which should now be able to work with the files again

rare dove
#

argh, gimp user here ๐Ÿ˜ฆ guess I'm out of luck then

grand warren
#

i'm no texture guy, but i think mipmaps get readded to the file once converted to PAA

#

how many files are like this?

rare dove
#

let me see

grand warren
#

if it's not a gigabyte, pack them up and i'll try to convert them to TGA for you

severe rune
#

maybe my mipmap tool can unpack it?

grand warren
#

oh... didn't think of that

#

got a link?

severe rune
#

sec

rare dove
#

20 or so in uns_east

severe rune
#

MipMapTool unpack "texture.paa"

rare dove
#

ok, let me try!

severe rune
#

nope, it crashes

#

I'll take a look soon

rare dove
#

ok, thanks

grand warren
#

nope... mipmap tool goes nuts about it

#

it crashes

severe rune
#

dxt1, 256x256 res 8 mips

#

huh

#

debug build doesn't crash

grand warren
#

hmmm... strange

severe rune
#

no idea what the difference is... Latest release on github should be latest

grand warren
severe rune
#

wat? works for me

#

wtf is goin on

grand warren
#

ยฏ_(ใƒ„)_/ยฏ

severe rune
#

OH

#

MipMap Tool v6 I'm so outdated, that the change that broke it I don't have yet

grand warren
#

is it coz im dump af and running it on P ?

#

ok ๐Ÿ˜‚

severe rune
#

you are running v8, the one I sent above is v6 which apparently works

grand warren
#

tztztz... releasing broken stuff as final, but not TFAR beta

#

๐Ÿ˜›

severe rune
#

you prefer being able to move items in inventory around while sitting in a vehicle, or tfar beta being labeled as stable with no changes

grand warren
#

lable it as stable, remove 0.9.12, add fixes/moah stuff to new stable ๐Ÿ˜‰

#

sorry, OT

severe rune
#

it always crashes when you don't supply -namestyle argument, and somehow noone ever noticed ๐Ÿค”

grand warren
#

anyway, you can try working on the files with v6 of the tool, or pack it up and i'll batch convert it to tga if you like
@rare dove

#

i'm going groceries shopping now (no, i have enough TP still... and pasta...). tag me if needed

rare dove
#

@grand warren thanks, I drop you a link in dm then

grand warren
#

๐Ÿ‘

severe rune
rare dove
#

thanks, that worked nicely, for i in *.paa; do ../MipMapTool.exe unpack "${i}"; done

severe rune
#

if you just want the textures you could also script it to put them back together into a single paa. That one should be errorless then. Still dunno why texview and stuff crash on that

rare dove
#

pretty sure that's been recent, maybe last year or so, older tools I never had a problem with. And nowadays Mikero's tool check the texture, so the brokenness stops the build

full cobalt
#

Idk if I should ask this here, so I'm sorry if this isn't the right category and I'd appreciate if you could guide me to a proper one.
I have a working icon/picture that's used for my objects (the one which shows up in inventory and next to the item in the arsenal), yet in-game I can only see the outline of it without any colour. Kinda like it's silhouette or something of the sort. I also noticed that I had a similar glitch when trying to make patches a few months ago, but I stopped that project. Any tips on how I should make my icon/picture in order for it to display properly?

fiery wigeon
#

Hello all. So I know that u can create an smdi texture in photoshop quite easily but is there a tutorial or guide somewhere or does anyone know off hand how it would be done in GIMP? I've searched for it myself and came up short finding anything.

grand warren
fiery wigeon
#

this is for photoshop and for taxview im looking for one that shows how to do it with GIMP so i can automate it since i have 150 textures plus to produce to smdi and theres no way to automate with tax view and ps

grand warren
#

not a gimp user, but can't you translate that somehow?

fiery wigeon
#

im trying to atm but gimp is weird with the RGB channel editing much easier to do in ps

#

still trying ot figure out how to invert on only one channel and not all of them since the blue channel is supposed to be inverted

frank pebble
#

Anybody got any tutorials on weathering and dirt for ps

full quarry
#

its basically just painting

#

I dont think theres really any secret special ways to do weathering or dirt in PS since its just a painting/image editing program and not a model aware texturing tool like Substance painter forexample.

bronze bolt
#

Use fog/cloud/mist effects and just make it brown

#

maybe even search google images for smoke, remove the background, and then colour it brown

#

it works pretty well

frank pebble
#

Thanks

desert raven
dense peak
#

Can anyone link me a good tutorial to learn how to retexture? and is using Bi's models allowed(id like to practice retexturing the kuma)

full quarry
#

no

#

retexturing is solely done by painting over the textures in gimp,paint,photoshop

#

you dont use the models for that

#

as in 9/10 cases you dont have access to the source models

silver gull
#

you can retexture BI models - if they are set up to be retextured. but not modify the models

full quarry
#

you cant use the models for something like substance painter though

dense peak
#

Okay that part is simpler than I thought, thanks. I googled a bit and saw i may need to use something like hidden selections or something along the nature so its confusing me a bit lol

full quarry
#

yes hiddenselections are the system that allows textures to be changed in config or in game with the setTextrue commands

#

if model does not have that set up, it can not be retextured

#

probably all BI vehicles, weapons and uniforms are set up for that though

#

modded content not always.

dense peak
#

If i wanted to make a retexture would I need a mod? or could i somehow get the textures and edit the original config

full quarry
#

you would need a mod yes

#

you would create a new unit/vehicle class that inherits everything from the original class of that object and then you change the name and texture parameters for your new ones

dense peak
#

Where would i get the file for the texture?

full quarry
#

some you might find as ready layered templates on BI forum or in the Arma 3 samples on Steam

#

or you can set up the mod development environment with unpacked game data and look through that

dense peak
#

sounds complicated, so if i create a new vehicle class that inherits everything would that create two seperate vehicles in editor? or does it just allow the original vehicle to have an extra texture to be selected

full quarry
#

that would create new vehicle yes

#

you probably can inject your texture into the available texture lists too

dense peak
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I see this is going to take awhile for me to figure out because im bad at this, im going to go crash my arma for a few hours thanks for the help

full quarry
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PMC wiki has steps to set up the dev tools and dev environment (P drive)

dense peak
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i have it setup ๐Ÿ‘

languid umbra
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so question am i able to texture a vest for a non modded server

full quarry
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no

languid umbra
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damn :/

visual agate
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@languid umbra, youd need to make a retexture mod which has the retextures in it. But that would really be the only mod youd need.

dense peak
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Question: On this guide im following for retexturing https://www.youtube.com/watch?v=qZoI7f0ApSI at 5 minutes he says he has a "template". does that mean I cant retexture without such a template or do i have to make one myself? And the
im using ia_soldier_01_clothing_nohq.png is some wierd bluish purple mess, How do i know what part of the texture corresponds to what body part?

full quarry
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Templates typically are files where different details are separated on layers for easier management. A texture can be made without one.

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nohq is the normalmap texture

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you typically dont want to alter that if you dont absolutely know what youre doing

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use _CO texture

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thats where the color materials are

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you can paste a UVtest grid over your new texture and apply that on the character in game with setTexture commands to see where different parts are

dense peak
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Okay cool ill try what you said

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With the colors now im pretty sure that i can understand what goes where now. That helps a ton

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hmm this isnt as simple as paint bucket the squares on the uniform in photoshop lol

full quarry
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nope.

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Some models are made with retexturing in mind

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some are not

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and typically by todays standards the methods of retexturing like this are not anything like the texture creation process with original files and specialized programs

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so it is quite difficult to make good looking new textures

dense peak
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i see, I tried paint bucketing a specific section and the whole uniform got painted, this is going to take a decent while to do normally

full quarry
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yes indeed.

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The templates that are made for some textures make it easier when they have separated parts and detail layers. But those dont exist for all textures

dense peak
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Are some if not all of the names of the textures corresponding to the c onfig classnames by chance?

full quarry
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usually thats the logical way of nanming them

lone oxide
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Is Contact DLC still in the e_ phase or can we retexture them now?

severe rune
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still ebo

lone oxide
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So they aren't retextureable at all?

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(legally ofc)

severe rune
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yeah they are

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for one, you don't need the current ingame texture to make a retexture. You can figure the layout out on your own.
Second you can display the texture ingame and screenshot it to find the layout

lone oxide
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How would I display the texture ingame?

severe rune
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ยฏ_(ใƒ„)_/ยฏ

lone oxide
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... well damn

full quarry
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some sort of dialog that contains the texture in it or something like that

teal briar
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anyone got project zenith G2 texture templates?

full quarry
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that one is cancelled I recall. So likely no.

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Ripping models from other games and whatnot.

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I suggest you steer away from trying to mod that one @teal briar

teal briar
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the G2s arent ripped afaik

full quarry
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who knows

dapper spindle
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Would i be correct in assuming it's not possible to retexture certain inventory items because....

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  1. they have no hiddenselections
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  1. the vanilla texture is read from the binarized p3d file
full quarry
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1

full quarry
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have you checked the model path in game?

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should point you in right direction

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also if you set up proper development environment with unpacked A3 data you can just use folder/file search for that

dense peak
full quarry
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๐Ÿ‘ yeay

spark shore
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anyone can suggest a way to curve a rectangle into a circle (I need it for a texture of course)

full quarry
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ummm

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what

spark shore
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let me try to explain it
basically Im trying to bend a rectangular image so that one side touches its opposite one
creating a "donut"

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Im using gimp

full quarry
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I dont think Gimp really has way to do that

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except just very tedious manipulation cutting etc

spark shore
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mhm, guessed that
I'll find some other ways then, thanks

primal spade
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question, what is the best method to making a thermal mapping?

full quarry
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drawing by hand

vital pelican
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Anyone happen to have the files needed to make skins for the MQ-4A Greyhawk, cant find them anywhere in the arma 3 addons folder

silver gull
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best method? buy thermal camera, make photogrammetry by thermal images ๐Ÿ˜› Most practical method - look for references on youtube, then draw by hand...

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there is an addonmagingy you can buy for smartphones that has a thermal cam iirc (just because i stumbled upon it a while ago)

coarse tree
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not sure how that applies to arma terrain making anyway, there is not thermal material that gets used

fiery wigeon
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hey so does anyone know what actual RGB values should be set at to make a proper smdi texture?

full quarry
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theres a page about rvmats on BI wiki that explains what the different channels do

spark shore
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apparently textures break a little if there are multiple transparent textures next to each other
is it possible to fix this?

full quarry
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Possibly by alpha sorting the faces correctly. What is it that you are trying to do there?

spark shore
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@full quarry trying to make holographic versions of vanilla buildings
where can I get info about alpha sorting?

full quarry
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how did you set up the texture?

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@spark shore

spark shore
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I made a _CA.paa and made a flat UV map with no overlapping faces

full quarry
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yes but how do you apply it

spark shore
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uhm with Object builder
pressed E and selected that texture

full quarry
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what buildings are these again?

spark shore
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@full quarry they are 3 of the vanilla altis civilian houses
bngalow
house big and house large

full quarry
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the p3ds are binarized

spark shore
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yeah I know made the models myself

full quarry
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how?

spark shore
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blender?

full quarry
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so they are just in similar shape then?

spark shore
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if you look closely they're not as detailed as the real ones

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yeah I made them from scratch don't worry

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I can send you the model if you dont believe me

full quarry
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nah I dont need to police that

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do they have any rvmat on them?

spark shore
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yeah added a slight emissiveness considering they're holograms

full quarry
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what shader does it use?

spark shore
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probably none