#arma3_texture

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spark shore
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is it an rvmat parameter?

full quarry
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yes.. check the default rvmat types in data_f

spark shore
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@full quarry they seem encrypted how can I view them?

full quarry
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have you set up your P drive with mikeros Arma3P?

spark shore
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yeah
is there a tool to decrypt that?

full quarry
#

arma3p should do it for you

severe rune
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they are not encrypted

spark shore
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probably encrypted is the wrong word
but its unreadable

severe rune
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binarized. arma3p should unbinarize for you

full quarry
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@spark shore did you get the rvmats open?

spark shore
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I did, checked the glass and alpha rvmats
but it doesnt seem to fix my problems
I'm looking for the rvmats of the VR holo helpers to see if they have what I need but I can'ylt find them

full quarry
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it is likely not just about rvmats but I recall transparency works poorly if theres no rvmat at all

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superShader one should work with that though

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other thing would be the surface sorting so that it knows better which surface is on top of which

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or you could have some other problem with your objects too

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in how they are build

spark shore
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out of all those I think the problem is surface sorting
considering its the only thing I haven't modified (or touched at all)

grand warren
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@static bane

  1. p3d is binarized and can not be open
  2. SW mods and talk is banned on all official BI platforms
lean hawk
#

I have a model that has two materials, I have added this to both rvmats to display detail textures class Stage2 { texture="a3\weapons_f\data\detailmaps\metal_rough_dt.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; and somehow the detail textures work on one material but not the other, why would that happen?

full quarry
#

are they using supershader materials?

lean hawk
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you mean these? PixelShaderID="Super"; VertexShaderID="Super";

full quarry
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yes

lean hawk
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both have it yeah

full quarry
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is the rest of the material fully set up?

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as in all stages are present

lean hawk
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the rvmats are identical, only differences are the nohq and smdi textures that they're pointing at

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there's 7 stages and stageTI

full quarry
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good

lean hawk
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both are like that just with the smdis and nohqs changed

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could it be something with the model or UVs?

full quarry
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well if they are different sized parts the uvTransform scaling may need to be adjusted

lean hawk
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what do you mean by different sized

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oh you mean like, texel density?

full quarry
#

yes

lean hawk
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I think it's about the same on both

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but that would only affect how big the detail texture is, right? it shouldn't have anything to do with it displaying or not displaying?

full quarry
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well if the scale was way off it could have just looked like its not showing

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does the other parts have the rvmat actually assigned?

lean hawk
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you mean in the p3d? yeah they both have the _co texture and .rvmat assigned

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the other shaders like normal maps and the smdi appear to work on both

lean hawk
#

regarding that material issue, it seems like the rvmat on that part actually does not work, the normal maps and smdi don't seem to be visible either

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oh goddamnit I'm blind

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static_zpu_4\data\zpu4_top.rmvat gee I wonder what the issue is

full quarry
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:D

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Does not take much.

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You can see if a file is found in the material library dialog or the mass material rename tool

stoic vault
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im new to this whole texture making thing

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whenever i try to install bi studio it says an administrator has blocked you from doing this

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even though im the admin

static bane
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is there any particular shader template that would be used in substance painter when it comes to arma assets?

full quarry
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@Archangel#0072 what is BI studio?

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Oh he left already.

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@static bane yes few have been linked in this very discord a few times.

static bane
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Oh Yea I looked back found one, thank youuuu!

spark shore
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having problems converting an image to paa
size and format are correct and it works with other images
the only difference with this one is a transparent background

full quarry
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whats the problem?

spark shore
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imagetopaa fails to convert

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not the first time I convert images with alpha

full quarry
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what format?

spark shore
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png to paa

full quarry
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you dont have png exclude ticked by accident?

spark shore
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its off
but I had cases when it worked when on

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can't tell from the imgur but the black parts are transparent

full quarry
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you have managed to save it with some incompatible properties

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I just re-exported it from gimp and it works

spark shore
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did the same thing
weird

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yet it doesnt work for me still

full quarry
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did you dl it from the original?

spark shore
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copy pasted it on a new file to make sure it didnt pass on any problematic prperty
yet still fails

full quarry
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odd

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lets see if Discord processed it somehow

spark shore
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if I cover the alpha stuff from the image it works

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yours works, thats very strange

full quarry
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I saved it with 8bit RGBA colorspace from Gimp

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cant remember what else I ticked but Id wager thats the only one that might matter

spark shore
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I need to make a red version so let me check and see if those settings are the problem

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8 bit RGBA did it
thanks @full quarry

full quarry
#

๐Ÿ‘

desert raven
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what was the original format/bitdepth? if the image in the link is the same. its showing as 'indexed color' png since yas saying save as RGB (with alpha) fixed it that could be the cause and image2paa dont support indexed colors? asking for myself also as I see a pulldown in that image showing a RGB option as well as other formats.

full quarry
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True that could be it

desert raven
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yeah at least in photoshop soon as changed it to RGB all the channels separated into each color. instead of one layer for all colors. (alpha would be tga always forgot how png handled alpha) I tested with that same file saving it that way when i reopened it. it was the same and RGB was separated still.

vivid escarp
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So I've got 21 equipment textures all done the same way and all properly formatted for Arma, yet I've come into an issue where they'll convert incredibly inconsistently. Out of a set of 3 for one color, usually the helmet will clear, but the vest and arm/leg gear will not. The textures are all named properly and sitting pretty at 2048x2048. I've gone through my whole checklist of fixes yet I'm stuck like a trapped rat.

severe rune
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what does "not clear" mean?

vivid escarp
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Sorry, they fail to convert. I can't find any more information out of ImagetoPAA and all TexView tells me is that there's an error loading the file.

severe rune
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8bit color?

vivid escarp
#

Yep.

spark shore
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not sure if its the same errors I hAd ut I usually have to reconvert them all in 8bit rgba from gimp

vivid escarp
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That fixed whatever was up, thanks Sanchez.

full quarry
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@vivid escarp what file format were you using?

vivid escarp
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.png.

full quarry
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then what Sanches said is accurate yeah.

grand warren
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thx

ornate stream
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Hey dudes,I need to edit an RVMat file but its in some type of bin format.Unable to edit the section i need.What tool do i need to convert the file to an editable format?

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Thanks

full quarry
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Use Mikeros tools and extractPbo to unpack files.

ornate stream
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Thnx bud.

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Iam getting a runtime error when i try to boot mikero's tools

ornate stream
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Nvm.I have Bin to CPP and i didnt know it worked on RVMAT files.

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Thnx again.Iam able to edit the section i need.:)

dense peak
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Got a retexture showing symbols through the retexture co.paa even though it was covered up, Im assuming this is due to the sdmi.paa having the symbols showing through are being highlighted in the smdi, Would setting the colors of the symbols to red (which is the backround color for most of the sdmi which I also believe has an influence on why symbols show through and everything else isnt.) get rid of the symbols that are showing through? If so, How do I incorporate it into the normal co.paa im using

dense peak
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Further development, tried drawing over the base layer with the csat symbol then tried erasing, either way its managing to persist even though i dont wish it to

strong frigate
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hello I need to retexture some buildings in Livonia (aka dayz aka arma2), I have no experience in this, I am making my own buildings, but there are several that would be useful to me if I change the color of the ceilings and walls ... but is this possible?

full quarry
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No. You would need to use the A2 released datapacks for source files.
Nothing from A3 can be retextured for terrain use.

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@dense peak you would need to set up new rvmat with new appropriate textures in it and use that in hiddeselectionmaterial the same way you use the new texture.

strong frigate
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yes, download them but they don't have interiors, it's a shame because we already paid 4 times for them

versed nacelle
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... already paid 4 times for them
uh... what? ๐Ÿค”

full quarry
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@strong frigate that is not correct. And besides that, you have never paid for being able to retexture them

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it is BI who have been kind enough to release the old files

dense peak
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@full quarry Is there a tutorial for custom rvmats you can recommend? Not sure how to use them, I tried taking a look at the bi rvmat for the uniform and co.paa is not referenced once

full quarry
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The rvmat WIKI pages describes what each STAGE layer does but other than that there are way too many different rvmat Shaders and ways to set up your textures to make any meaningful tutorial

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there is really no one "do this and it always works" way

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except that put correct textures in correct stages

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other than that its tweaking the texture color channesl and some of the rvmat paramters to get the look you want

strong frigate
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@strong frigate that is not correct. And besides that, you have never paid for being able to retexture them
@full quarry I did not say that, and I understand what it says, I just said that I was sorry not to be able to reuse those models that have already gone through arma2, dayz, dayz livonia and arma3 contact, I have all those products and I am not complaining, I will have to wait for the ARMA4 ๐Ÿ˜…

dense peak
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@full quarry from reading the Wiki im still not catching on, if i make my own RVMAT should I just be able to define my texture once there, and exclude any other textures that could interfere?

full quarry
#

I must admit I dont quite understand the problem. I think you are way overthinking it.

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So yes, if you make your own rvmat you can define each texture it uses

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or define the stages to use a neutral procedural color

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A3\data_F\ has default rvmats you can use as a base

dense peak
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Basically the issue is, theres the csat symbol, I cant draw over it or erase it in ps to prevent it from showing in game on my texture. so im assuming If i pull the original rvmat and Only include my texture path and delete the other texture paths, my texture should show up without the csat symbol. but this is not the case

full quarry
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no you never edit original files

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just like you dont try to overwrite original textures

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you make new files

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form scratch or by copying, renaming and editing

dense peak
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I c+P onto a new file, sorry didnt clarify

full quarry
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that would be fine

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now where do you define your object to use that new rvmat?

dense peak
#

In config.cpp
In hiddenselectiontextures

#
 {
     class B_Soldier_F;
     
         class Custom_uniform: B_Soldier_F {
         author = "Astartes";
         _generalMacro = "B_soldier_F";
         scope = 2;
         displayname = "Retexture AAF Uniform";
         identityTypes[] = {"Head_Nato", "G_NATO_default"};
         genericNames = "NatoMen";
         faction = "custom_faction";
         model = "\a3\characters_f\opfor\o_officer.p3d";
         uniformclass = "Custom_Camo";
         hiddenselections[] = {"camo","Insignia"};
         hiddenSelectionsTextures[] = {"CustomUniformMod\Data\ModdedOfficer1.paa"};
         hiddenSelectionMaterials[] = {"CustomUniformMod\Data\Officer.rvmat"};
         };
    };```
full quarry
#

that would be correct then yes

dense peak
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Im certain the game is able to find the rvmat, as I had an rvmat error regarding the path before which i fixed, So It just has to be me using the rvmat wrong

#
{
    texture="CustomUniformMod\Data\ModdedOfficer1.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};```
I tried replacing one of the textures, and removing the rest of the class stages to no sucess.
full quarry
#

none of your textrures seem to be using the correct _suffix naming

dense peak
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and when you mean _suffix, do you mean the _co _nohq etc?

full quarry
#

๐Ÿ™ˆ

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where did you pull this rvmat

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and yes those are the suffixes

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there is a BI wiki page about them too

dense peak
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P:\a3\characters_f\opfor\data\officer.rvmat, I deleted the rest of the stages ๐Ÿคฃ

full quarry
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๐Ÿ™ˆ

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100% ๐Ÿฆ† ed

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so

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for some reason you have changed the shader type to skin too

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which makes no sense

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so you got to start over from clean copy of the rvmat

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you dont delete any stages, the shader needs those

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and you dont go altering the shader types either if you are using a original rvmat as a template

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if you want to "disable" a stage texture, it needs to be set as a neutral procedural color

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those you can find from the a3\data_f\default_super.rvmat

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however you would preferably make a copy of whatever texture needs to be altering and edit it rather than nullify whole stage

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because that will drastically alter the look of your material

dense peak
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Question on two of the .paa Envo.paa is just a picture of landscape and officer_ti_ca isnt exactly clear what its supposed to be, what are they used for. I edited officer_hex_smdi and officer_hex_nohq And erased the csat symbols and pathed them correctly in my mod, But ingame still shows them. Does the issue lie in enco.paa and officier_ti? or did I misunderstand The texture altering you told me about

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^ Shows how I removed the csat symbols there

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Is it possible I am copying the wrong rvmat?

full quarry
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_TI is the thermal image that varies the warmth of the character you see in the thermal camera

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env is the environment reflection texture

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so neither affect the thing you see

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whats this @dense peak

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the top pic does not show

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you cant just erase stuff like that

dense peak
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that was originally a Csat symbole

full quarry
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you need to color it with the surroundign color

dense peak
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Alright, does the nohq need the same? it has multiple colors surrounding it

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hopefully dosnt matter too much

full quarry
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yes indeed

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all of them matter

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I suggest using clone brush and smudge tool

dense peak
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bugger, its still showin through

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Im gonna double check my path

full quarry
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I would say, then the material switch is not working

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well at least through the setTexture and setMaterial commands it was possible to apply both texture and material on it

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so from this Id say it should work

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try using your textures with the setObjectTexture and setObjectMaterial commands in the debug console @dense peak

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oh

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@dense peak @dense peak @dense peak

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important

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check your config and compare both of the hidden.. parameters to any vanilla config that has them

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look very closely

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hint: ๐Ÿ‡ธ

dense peak
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Im not missing an S at the end of selections or textures

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if thats what it is

full quarry
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๐Ÿ‘“

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u sure

dense peak
#
         hiddenSelectionsTextures[] = {"CustomUniformMod\Data\ModdedOfficer1.paa"};
         hiddenSelectionMaterials[] = {"CustomUniformMod\Data\Officer.rvmat"};
         };```
#

OH

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bollocks

full quarry
dense peak
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i hate arma

full quarry
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yes

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no

dense peak
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ok maybe just myself then ๐Ÿคฃ

full quarry
#

its not Armas fault

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Arma is innocent

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fixing that might get your textures to show up

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at least chances are 100% better

dense peak
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๐Ÿคฆ I actually hope that dosnt work So i seem less stupid then I already do

full quarry
#

Its alright.

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after a few years of doing this, it will still be the same

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some small mistake somewhere

dense peak
#

MAJOR SIGH

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it worked

full quarry
dense peak
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Thanks for the help, I honestly wouldve spent another few days not knowing im missing an s

ebon bramble
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hey guys , i was wondering , how would you go about editing a RVMAT file and have it work at the end with your uniform?

full quarry
#

well its basically just a text file

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so in a text editor

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I prefer notepad++

ebon bramble
#
hiddenSelections[]=
        {
            "Camo",
            "Insignia"
        };
        hiddenSelectionsTextures[]=
        {
            "Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\SANDF_Crye_G3.paa"
        };
        hiddenSelectionsMaterials[]=
        {
            "Task_Force_461_Clan_mod_ArmA3\SANDF\Uniforms\data\SANDF_Crye_G3.RVMAT"
        };```

I have this , changed the RVMAT to a bin to a cpp file , saved the cpp file , changed it back to bin and renamed to RVMAT , but it is not loading
full quarry
#

you can read what I told CT there just a while ago about how they work

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you did what now?

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you should not need to rename any file extensions

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you are doing something fundamentally wrong there now

ebon bramble
#

how to get bin back to RVMAT then?

full quarry
#

you should have no bin files at all

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where do you get those?

ebon bramble
#

okay , how to get RVMAT to cpp because i opened RVMAT but its binerised

full quarry
#

you unpack the data with correct tools

#

are you using pboManager perhaps?

ebon bramble
#

nope , arma 3 tools

full quarry
#

as that is not a correct tool.

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well those do not debinarize files automatically

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so I would recommend using Mikeros tools and extractPBO

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to unpack pbos

ebon bramble
#

i use that to dePbo pbo's yes

full quarry
#

then your rvmats should already be unbinarized

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what tool did you use exactly?

ebon bramble
#

i used eliteness to depbo , then cfgConvert to go from rvmat to bin , then bin to cpp

full quarry
#

no that makes no sense

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why did you do it that way

ebon bramble
#

didn't know of any other way to do it ๐Ÿ™ˆ

full quarry
#

use extractPBO for the pbo unpack

ebon bramble
#

it debins correctly tho

full quarry
#

no

dense peak
#

hey guys, i have this one problem. It may not fit this channel but its the closest I can get

#

i want to take a picture of my custom made helmet for an item preview without the face of my character, do you guys know how to do that?

full quarry
#

youll need an invisible character to wear it

dense peak
#

ive been searching the internet for multiple days and cant find anything

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youll need an invisible character to wear it
how do i make one?

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i thought about making an invisible face but that doesnt work

full quarry
#

you can try hideselection

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"hl" might work

dense peak
#

how to use that command?

full quarry
#

or you can take the sample man and delete everything from the first lod and use that

dense peak
#

like, how to write it

ebon bramble
#

@full quarry how to i use extractPBO because when eliteness is open i double click the PBO and it askes if i want to extract the pbo

full quarry
#

check the BI wiki for Arma 3 scripting commands

dense peak
#

bro PBOmanager is the easiest and best tool to open and extract pbo files

full quarry
#

extractPBO should be incorporated into your windows shell and double clickng a pbo in the explorer should unpack it

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it is not

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it is the worst tool

dense peak
#

wdym?

full quarry
#

@dense peak do not EVER suggest that tool to anyone anymore

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it is viable only for managing mission pbos

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everything else its not good

dense peak
#

i mean, i use it for extracting and viewing all pbos and it works just fine

full quarry
#

it does not

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it does not debinarize config or material files

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I mean it

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dont spread that lie

dense peak
#

ok

full quarry
#

we have to constantly fix peoples stuff here when they use it

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its infuriating sometimes.

ebon bramble
#

@full quarry welll ..... thank you for this insight xD it works much better than eliteness , also how to get it back into rvmat form?

full quarry
#

it should always be in rvmat form

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you dont have to do anything to it

#

just open in up in text editor and edit it

ebon bramble
#

ah i see , no need to bin it again?

dense peak
#

Did they ever release the textures for contact? looking for LDF

full quarry
#

@dense peak no

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@ebon bramble when you use correct tools to pack your pbo, as in Mikeros PboProject

#

it will take care of all that

ebon bramble
#

so no arma 3 addon builder?

full quarry
#

no

#

unless you like banging your head on the table

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it would also do it for you though

#

you have picked up bunch of bad habits.. XD lets put an end to those

ebon bramble
#

xD fair enough , thanks bud , just to make sure i understand , to use pboProject do i search for it or how?

#

you have picked up bunch of bad habits.. XD lets put an end to those
@full quarry seems so

full quarry
#

you open up the pboProject.exe and it opens up a nice GUI for you

#

Id assume you have the free tools so yours will look a little different

ebon bramble
#

sweet thanks , i just need to go download this first

full quarry
#

oh you did not get all the tools from Mikero ๐Ÿ™ˆ

#

you sir have found a very strange path to put yourself on

ebon bramble
#

yeah i noticed

#

BI not giving us the right tools for the job ffs xD

dense peak
#

Well I'm in the editor and how do i use the command to hide the guy?

full quarry
#

ehhh Im sure theres tutorials or guides on how to run scirpts in game with the debug console

dense peak
#

lmao thats the thing, theres absolutely nothing on the commands i want to use

full quarry
#

you open it up, type the command with correct syntax and hit run

dense peak
#

and if i find anything its from like ARMA 2 days

ebon bramble
#

should still work

full quarry
#

the scripting commands wiki pages lists all the commands

#

and each command has its own page that shows the correct syntax its used with

dense peak
#

yeah im looking at the hideselection command and theres nothing i can understand lmao. im really fresh to modding

full quarry
#

well you are swimming in the deep end now

#

theres no hand holding in the deep end ๐Ÿ˜„

dense peak
#

nice

full quarry
#

And the reason is that there is only few people active here

dense peak
#

is there any other way of doing it? like making an invisible face without breaking my damn game

#

And the reason is that there is only few people active here
yeah i suppose

full quarry
#

and hundreds of people wanting hand holding

ebon bramble
#

@full quarry i only have -Noisy Output is that fine?

full quarry
#

yes

ebon bramble
#

is there any other way of doing it? like making an invisible face without breaking my damn game
@dense peak just don't add a texture to your face

#

or misspel the texutre

#

miss spell*

full quarry
#

it will make it white

dense peak
#

yeah i tried it but it puts a generic face instead

ebon bramble
#

ah

full quarry
#

@dense peak put down 2 units and give your helmet to the AI

#

name it

#

for example plop

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then run game and in the console (esc) run command plop hideSelection "hl"

#

now this is off the top of my head so 50/50 it works

ebon bramble
#
class cfgPatches
{
class TF461SANDF
{
author="[TF 461]Maj.AntiAlligat3r";
Name="TaskForce461_ArmA3";
url="https://www.facebook.com/SAWRecce/";
RequiredAddons[]=
{
"A3_Characters_F_BLUFOR"
};
RequiredVersion=0.1;
units[]={};
Weapons[]={};
};
};
class cfgWeapons
{

class ItemCore;
class Vest_Camo_Base: ItemCore
{
class ItemInfo;
};

class V_IOTV_Carrier_SANDF: Vest_Camo_Base
{
author="[TF 461]Maj.AntiAlligat3r";
scope=2;
dlc="SAWRecce_ArmA3";
displayName="IOTV Platecarrier [Pattern 2000]";
picture="\Task_Force_461_Clan_mod_ArmA3\SANDF\Icons\icon_IOTV_SANDF_ca.paa";
ERROR: there is no config.bin/cpp found for \Task_Force_461_Clan_mod_ArmA3\SANDF\Icons\icon_IOTV_SANDF_ca.paa
It's addon name cannot be determined
In File P:\Task_Force_461_Clan_mod_ArmA3\SANDF\Vest\config.cpp: circa Line 32 Rap: rebuild reqaddons failed
In File P:\Task_Force_461_Clan_mod_ArmA3\SANDF\Vest\config.cpp: circa Line 32 Rap: rebuild reqaddons failed

Rapify error
"Vest.pbo not produced due to error(s)" 
``` well... could you please tell me what error this is as i have never had this?
full quarry
#

"hl" is the skin selection in characters

#

your config is higher in the folder hierarchy than your file you are trying to use

dense peak
#

now this is off the top of my head so 50/50 it works
yeah I'm getting the 50 that doesnt work lmao

ebon bramble
#

your config is higher in the folder hierarchy than your file you are trying to use
@full quarry riggghtttt thats interesting because all my folders are structured the same way mainfolder\sectionfolder\subsection\config + data\textures

full quarry
#

do you have anything that would pack up the icons folder

#

because how I understand that error is that theres nothing to pack up the icons

#

and packing is done from config.cpp onwards

ebon bramble
#

okay which tool am i missing

dense peak
#

theres like 3247256265278 tools for arma from which like 5 actually work

full quarry
#

do you need to pack the indicvidual folders or could you just make 1 pbo from the root level of your folder structure

ebon bramble
#

1 pbo

full quarry
#

then you need your config.cpp to be at the SANDF level

dense peak
full quarry
#

well you can see the example 1

#

and that it does not look the same that I wrote

#

so if you inject what I told to use into it what would it look like

ebon bramble
#

then you need your config.cpp to be at the SANDF level
@full quarry RIP that means backpacks , headgear,vests and the uniforms/soldiers in 1 config file ๐Ÿ˜ญ

full quarry
#

well no

#

you can either use include hpp files to organize them

ebon bramble
#

interesting , I have picked up bad habits and just learned i know nothing

dense peak
#

h hideSelection ["hl", true];
i have this in my console, doesnt work, "h" being the AI that i want face to be invisible

full quarry
#

it would be just h since its named entity

#

but yes it looks like it does not work

dense peak
#

why is arma's code so damn retarded

#

jesus

#

wait do i need to make a simpleobject out of the guy?

ebon bramble
#

OH WAIT

#

i might have lightbulbs

full quarry
#

yes just read that too @dense peak

#

then again you might be able to create your helmet as simple object

ebon bramble
#

@full quarry why is pboProject so strict..

versed nacelle
#

@dense peak you might want to read the #rulesbefore continuing your language...

full quarry
#

@ebon bramble so that you dont create broken addons ๐Ÿ˜„

#

@dense peak what you want is unfortunately irrelevant if the means to do it require special methods.

ebon bramble
#

but it works fineeeee, now i need to go learn how to hpp so i don't need to restructure everything

full quarry
#

modding unfortunately is that

#

you could just take a picture of your helmet in OB for example

dense peak
#

in what, sorry?

full quarry
#

object builder

dense peak
#

object builder just crashes my arma tools lmao

full quarry
#

then again you were suggesting using pboManager

#

so you might be on even worse path than @ebon bramble there

dense peak
#

well yeah cause i dont know much about modding in this game

#

i only made couple of custom helmets, slapped some code into there and it works

full quarry
#

basically it comes down to either you learn more to do more advanced stuff, or you dont.

dense peak
#

ill do anything that requires making this damn picture

ebon bramble
#

hey , i just learned how to do this myself as no one wanted to teach 16 year old me 5 years ago

dense peak
#

also this, theres not much help for fresh modders

ebon bramble
#

ill do anything that requires making this damn picture
@dense peak xD

#

but @full quarry yes i am on a bad path i agree xD

full quarry
#

I learned this all too about 5 years ago

#

or is it 6 now

#

or well not all of it of course

#

but along those years

ebon bramble
#

okay so I must have a main config.cpp in my rootfolder correct?

full quarry
#

back then there was the forums and a lot less stuff in the wiki

#

I would put it there yes

ebon bramble
#

right so do i need to place any cfgVehicles or weapons in it?

full quarry
#

well no if you want to keep the sub configs separate

ebon bramble
#

so just cfgPatches yes?

full quarry
#

if you have some common base classes or such you could collect them into the root config I suppose

#

yes that would be enough

ebon bramble
#

then in all my other config.cpp files i just need to place addonRootClass = "whateverMainCPPcfgPatchesClassIs";

full quarry
#

@dense peak how I see it, your options are :

scripted hiding of the character (if it is possible)

simple object spawning of the helmet

making a invisible character out of the sample man

#

yes @ebon bramble that sounds about right

dense peak
#

the best option would be making an invisible character

ebon bramble
#

that sounds easy enough , thanks bud , Ill let you know if it works

full quarry
#

also the requiredAddon needs to have the root configs cfgPatches classname

#

@dense peak yeah that could be the most straightforward method

#

just delete the character parts and leave the proxies so it can wear stuff

dense peak
#

alright sounds easy enough for you

#

but how

#

like, you know everything about this game while im struggling with the easiest task

#

sorry

full quarry
#

you could perhapss start from some of the tutorials on BI forums

#

theres Blender to Arma series by El Tyranos for example that might help you understand some of the basic concepts

#

I've really already spent way more time here than I was supposed to. I got to get back to my own stuff

dense peak
#

yeah im aware, but youre the only real help i can get. looking up stuff online is like looking for a needle in a haystack

full quarry
#

check the tutorial series for starters

#

then when you find concepts that are unfamiliar try searching for those

#

BI wiki contain pages for most stuff and forums are really a big unorganized guide book with years of answered questions

dense peak
#

yeah

full quarry
#

Modding Arma is not something that can be typed up in few lines though so it is very important to learn how to look up things early on

ebon bramble
#

yeah im aware, but youre the only real help i can get. looking up stuff online is like looking for a needle in a haystack
@dense peak after a while you know more or less what you want and add arma3 to the end of the search and you should find what you are looking for

full quarry
#

it will pay off in the long run

dense peak
#

yeah but i dont wanna spend 23745827548 hours learning how to mod in arma, i just want to take like 4 pictures of helmets

full quarry
#

I dont want to spend few hours typing it up either

ebon bramble
#

explain how you dont want to mod but need pics of the helmets xD

full quarry
#

so we are in the same boat

dense peak
#

explain how you dont want to mod but need pics of the helmets xD
idk chief, thought it'd be easier

#

than all of this

full quarry
#

as I said you can use picture of a render of your helmet

#

or draw it on paint if you like

ebon bramble
#

@dense peak this is the easy

#

besides im pretty sure alot of people here are in lockdown so we have lots of time to kill

full quarry
#

I dont think time is the issue

#

its just the want part.

dense peak
#

kinda

full quarry
#

which cant really be helped

#

you can look through workshop if theres invisible characters available

dense peak
#

yeah theres none

full quarry
#

the see through VR man might also accept completely transparent texture

#

that requires use of some scripting

#

but I must admit, the lack of want here kind turns me off. I got my own stuff to do that I want to do.

ebon bramble
#

@full quarry I'm sorry bud , i just really did not know how to do stuff the right way until you showed me the light xD

dense peak
#

the see through VR man might also accept completely transparent texture
yeah but that requires some commands that i dont know

#

and scripting

full quarry
#

@ebon bramble thats alright. keep at it.
@dense peak it seems like there is no way to just do it without some effort.

dense peak
#

yesterday i found a command that supposedly makes the vr man invisible but it didnt work

#

it seems like there is no way to just do it without some effort.
yeah

versed nacelle
#

BIS_fnc_exportEditorPreviews is probably the closest function you can get at the moment to make screenshots of stuff in-game, but it doesn't support gear items

dense peak
#

yeah exactly

#

it just does people, props, and vehicles

#

and my main point is gear

versed nacelle
#

you could see if there's a prop version available, and otherwise I also have no idea

#

I've got the same issue for a long time, and haven't found a working solution yet

dense peak
#

all the other mods have it no problem, ideally id want to contact them how they did it but thats just not possible

versed nacelle
#

I believe a lot of mod makers already make a screenshot before it's in-game (eg. in Object Builder), which won't work for reskins

dense peak
#

exactly

versed nacelle
#

You're not the only one, although it should be possible (technically) to make a script which does that. However till now nobody has taken the time yet to make it (or release it), me included

dense peak
#

i think what ill do is take a normal pic with a guy, photoshop him out and draw some black lines as the straps, you wont be able to tell a difference in a small 25x256 picture

#

the struggle with this just outweighs the reward

versed nacelle
#

and since it's not game-breaking (or mod-breaking for that matter) nobody really seems to care

dense peak
#

yeah

#

well then anyways thanks @full quarry for trying to help but ill do what i stated above

severe rune
#

There are export preview scripts that work with all units vehicles and gear

#

But the one I know of is afaik not public yet

#

Just spawn helmet in 3den, turn off UI, take screenshot. Done?

open juniper
#

Anyone know where i can ging good camouflage texture files ??

vagrant girder
#

anybody here understand rvmats and can help me with making one?

full quarry
#

@vagrant girder did you look at the examples in P:\A3\Data_f ?

#

please keep you questions on one channel too

#

lets keep the rest of it here

vagrant girder
#

I have a difficulty understanding how it works i guess is more the issue

full quarry
#

you can think of the differetn class StageXX as layers in photoshop

#

and that they need certain type of texture on them to blend correctly

vagrant girder
#

so lets say AO will always go after the CO?

#

for the example

full quarry
#

from the default_super.rvmat

#

the _CO/_CA textures are assigned on the models texture slot and the rvmats on the models material slot

#

_CO/_CA dont appear in the RVMAT

#

what different types of textures there are

vagrant girder
#

thanks

full quarry
#

if you dont have a texture for some stage you must not delete the stage but give it a netural color

#

copy pasting from the default is good idea

vagrant girder
#

every type of shader has a set number of stages?

full quarry
#

yes

#

there are more default_ examples in the data_f\

open juniper
#

hey i am trying to add multiple hidden textures for vehicles in a config file , i aleady have the script for the vehicle but cannot add the extra textures

full quarry
#

is the vehicle model made so that it has hiddenselections?

#

you cant just add more at will.

#

@open juniper

#

what vehicle is it?

open juniper
#

i mean to have hidden textures in the arsenal

pale bough
#

You'll have to configure the textureSources class for that

full quarry
#

is the vehicle compatible with hiddenSelections?

open juniper
#

nevermind i got it done ๐Ÿ˜†

full quarry
#

๐Ÿ‘Œ

still elk
#

Why the model will be dark in the sun๏ผŸ

full quarry
#

which model?

full quarry
#

well possibly it has bad vertex normals or bad normalmap

#

Id perhaps lean towards the bad vertex normals

still elk
#

This is the normal display in Object Builder

full quarry
#

looks ok I suppose

#

then maybe the normalmap texture is not correctly baked for it

#

does it share texture and material with the rest of the vest?

still elk
#

No, it is a separate UV

full quarry
#

separate uv?

#

or separate texture/material?

#

Arma supports only 2 uvsets

still elk
#

It is separate from the RVMAT of the vest

#

This is the normal map of the part

full quarry
#

ah so the pouches etc are all in separate texture set

#

ok

#

that does look like what it should

#

so right now im out of ideas

#

you could try recalculating normals for that part in OB

still elk
#

No, I don't know how to recalculating normals in OB๐Ÿ˜ซ

full quarry
#

F5

#

its in one of the tools menus at the top

full quarry
#

yup

#

what does it look like in buldozer?

#

is that even the same part?

#

this is what you are showing me now

#

not the side pouch

still elk
#

That part has the same problem

#

I performed recalculating normals on all models with the same problem, now I will try it in the game

full quarry
#

you probably would see the issue in buldozer too

#

buldozer == simplified game engine preview

still elk
#

I don't know why my OB can't use buldoze function๐Ÿ˜ญ

#

It seems that the method does not work

full quarry
#

you likely dont have the development environment and tools set up in working order

#

PMC wiki has pretty much foolproof and simple steps to make that happen

still elk
#

Haha, yes, I accidentally wrote NOHQ as "HOHQ", it was so careless๐Ÿ˜‚

#

Problem solved thanks for your help๐Ÿ‘

full quarry
#

๐Ÿ‘

umbral shore
#

Does anyone have a good tileable Russian EMR Digital Flora camo swatch they'd be willing to throw my way?

versed nacelle
spark shore
#

I need help
does anyone know where on the texture of the katiba I can find the ironsight pin?
its a tiny black 4 poly thing and I can't for the life of me find it
https://imgur.com/a/Mwzjhl5

weary spoke
#

@versed nacelle
you are a beautiful person thank you

umbral shore
#

Thank you @versed nacelle

full quarry
#

@errant palm wrong channel/server perhaps?

sage hill
#

Hey lads. I'm having real troubles downloading PBO manager, keep getting this error when downloading from ARMAHolic "This app cant run on your PC, please contact the publisher" any help to get round this would be great.

grand warren
#

easy solution: use pboProject instead

coarse tapir
#

Is there a way to see texturechanges that I have made in real time in the Arma3? or do I really need to pack to pbo and restart the game each time I make a small adjust?

pale bough
#

what are you reskinning?

#

depending on what you're reskinning, you can just go in the editor and apply the texture using setObjectTexture

coarse tapir
#

Nato uniform to my custom camo pattern

pale bough
#

though you'll have to make a new file and change the file name in the command every time you make a change since arma caches it all

#

yeah you can use the editor for that

coarse tapir
#

ill have to find a tutorial for that ^_^

full quarry
#

It's called filepatching. The real time ish change seeing.

coarse tapir
#

nvm, I figured it out ๐Ÿ™‚

empty lance
#

off the top of one's head, does anyone know where the icon picture files are located? i want to make a new icon ๐Ÿ˜›

spark shore
#

icon pictures?
for rifles?

severe rune
#

usually in the pbo of the thingy that has the icon

spark shore
#

if its for rifles check in weapons_f/rifles/rifleyouwant/UI

dense peak
#

Im not sure how to edit the textures on this mod. Totally new. It looks like the textures are layered?

#

multiple .paa files for redundant sections on the hull

#

I love this mod but i hate the textures on it lol

spark shore
#

could talk with the author and make better textures for the main mod

dense peak
#

i've been trying to get in contact with him

full quarry
#

It may not be compatible for hiddenselection texturing

#

so unless it is, you cant edit it

coarse tapir
#

So I made custom rvmat for my uniform but ingame it makes my uniform appear partially black, any ideas? default rvmat works fine

coarse tapir
#

I think theres something wrong with the ambient shadow texture I made

full quarry
#

Likely so.

dense peak
#

Can you change the default weapon skins to custom ones?

full quarry
#

Overwriting them, not easily. On custom weapons, yes sure. In both cases, only if the weapon is configured to use hiddenselections.

#

Such modifications would not be public mp compatible though

dense peak
#

Okay thank you

coarse tapir
#

I have an offroad reskinned but it is not getting its defined texture ingame, instead I have the default red offroad appearing

round ermine
#

I wanted to retexture the vector to an all black texture but the gun did not have a hiddenselection afaik.

#

Why arent more objects configured to take hidden selections? Is it because of performance? I am working on a Xian and the cockpit is in chinese, and I can't change that because that part of the model is hardcoded

full quarry
#

it just is how it is.

grand warren
sage hill
#

@grand warren any link to the download? Search it up and google and it takes me to a wiki then a link takes me to a games website

grand warren
#

what?

#

can't follow you

mellow zinc
#

Is there a parameter within the rvmat to increase/decrease the effects of a NOHQ map globally?

full quarry
#

no

#

the texture itself would need to be adjusted

pale bough
#

Random question but what are the odds that the issue of hiddenSelectionMaterials bricking wound\damage textures will be fixed in Arma 3?

severe rune
#

reyhard knows best, but ACE team asked a couple days ago and I said no

pale bough
#

aw

ebon bramble
#

@pale bough hopefully in arma 4

pale bough
#

Is there a way to control what part of a texture is emissive, or do you need a completely seperate texture and rvmat for anything emissive?

full quarry
#

the latter

pale bough
#

dang

full quarry
#

emissive parts are either cut into the mesh so they can have separate rvmats

#

or they are added as floating parts over the main mesh

severe rune
#

Just use SuperExt shader for emissive ยฏ_(ใƒ„)_/ยฏ

pale bough
#

how does that work?

severe rune
#

It has a extra stage for emissive

#

its just super + emissive

#

but be careful, you need to use texGen's

pale bough
#

So, how exactly do I go about using this?

#

and what is texGen?

#

do I just make a black and white texture to highlight the emissive stuff?

severe rune
#

emissive is a RGB texture

#

that glows

pale bough
#

How do I use texGen? Can you explain it please?

severe rune
#

no time

#

its a thing in multimat textures, maybe that helps you find a wiki page or smth

pale bough
#

there are plenty of pages that mention texgen but none that actually explain it beyond just "yeah texgen 0 to 3 are black and rgb"

#

okay so I just stick the same texture in each?

#

and what about the other texgens?

#

man I wish rvmats weren't so crap

#

or at least better documented

silver gull
#

texgens are just defining what UV source you use and the UV transformation

pale bough
#

everything I've seen with texgens is for buildings

#

how would I apply this to something like a uniform or helmet?

silver gull
#

normal super shader is like this

class Stage2 {
    texture="a3\data_f\destruct\damage_metal_basicarmor_dt.paa";
    uvSource="tex";
    class uvTransform    {
        aside[]= { "cos(30    )*3", "sin(30    )*3", 0};
        up[]= { "-sin(30    )*3", "cos(30    )*3", 0 };
        dir[]={0,0,0};
        pos[]={0.8,0,0};
    };
};
#

vs. tex gen... look familiar?

class TexGen0 {
    uvSource="tex";
    class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; };
};

class Stage0 { //CO 1
    texture="k40_h_fortifications\Structures\Fortifications\Bunkers\data\Concrete_wall_co.paa";
    texGen="0";
};
pale bough
#

sooooooooo if I make everything texgen=0 it should be fine?

silver gull
#

nothing speaks against that... at least not that i know

severe rune
#

dir[]={0,0,0}
wrong
dir[]={0,0,1}

if I make everything texgen=0 it should be fine?
yes

silver gull
#

i just copied it from a vanilla rvmat iirc ยฏ_(ใƒ„)_/ยฏ

full quarry
#
        up[]= { "-sin(30    )*3", "cos(30    )*3", 0 };```
#

never seen them like this. whats this from? #curious

silver gull
#

a damage material

#

some tank damage

full quarry
#

Have not looked into one of those before I think

silver gull
#

Is it possible to use texgen everywhere, or is it only working for specific shaders ?

full quarry
#

should work on all shaders yes

#

though some hardcoded behaviours is possible to exist

silver gull
#

naturally xD

severe rune
#

everywhere

pale bough
#

Okay now that I got that figured out, how exactly do I use stage 8 in the SuperExt shader?

#

I know it's RGB but do I make stuff that doesn't glow black? or use an alpha layer?

severe rune
#

black yes

#

Not sure if alpha works texture has _em suffix (or does it?)

pale bough
#

thanks blobcatthumbsup

severe rune
#

can someone check texConvert.cfg for _em?

full quarry
#

@silver gull cant actually find any rvmat using this type of { "cos(30 )*3", "sin(30 )*3", 0}; values. can you throw me the filename?

pale bough
#

_em doesn't exist in texConvert.cfg

severe rune
#

oh ๐Ÿค”
Maybe _ca then, don't remember if it has alpha and don't have time to look now

silver gull
#

ughhhh.... no i dont remember, HG

#

i dont have all vanilla rvmats unbinarized

#

could also be from arma 2 or a mod from arma 2

hardy atlas
#

Am I being silly, Would that even work? You are just storing your uv transform variables as strings not floats?

severe rune
#

yes would work. they are executed as script, and return a float

hardy atlas
#

That's pretty neat, Is there any documentation on syntax for parsing string equations through?

#

I assume they won't just allow any old equation?

severe rune
#

most math commands are support, array select afaik too

#

not all script commands are supported right

#

but just think about what command make sense at the point where config is parsed

#

there is no UI yet, no sound, no world, no objects

#

unless in description.ext, you do have ui and sound there

hardy atlas
#

Nice, Gonna have to experiment with that at some point.

dense peak
#

So I'm trying to make a simple mod that just adds a bag of chicken tenders. I place the object in the editor and the model shows up without a texture and I get this error
Cannot load texture coronapack\tendies01_co.paa

#

I found a forum post that says to load it from the addons folder but the only file in the addons folder is the pbo

full quarry
#

probably your P drive/tools/development environment is not set up right

#

PMCwiki has guides for "Arma3 tools install" and "P drive setup"

hardy atlas
#

Never thought I would see a filepath like coronapack\tendies01_co.paa

lapis tundra
#

Where can I get .psd textures for base content? In Arma 3 samples I only see DLC in the Art folder.

versed nacelle
#

there's some stuff on the forums, although not everything has been made public (even in Samples)

lapis tundra
#

That's annoying. I mean if DLC, why not everything?

full quarry
#

we dont know.

grand warren
#

Someone has to do it. But this someone does not exist

#

ยฏ\_(ใƒ„)_/ยฏ

lapis tundra
#

I hoped it would have changed by now especially since they made green versions of most vehicles for Tanoa.

full quarry
#

Oh that eluding someone. Always missing. โ˜น๏ธ

fiery wigeon
#

hello all so was wondering is it possible to make your own surface texture? Is there documentation on this somewhere? I've been searching and couldn't find anything. I wanna make some that are in actual English and not unreadable chec.. and some custom ones also like snow

full quarry
#

Yes it is possible. You pick whatever image editor you have available and want to use and find tutorials on how to draw/edit/compile different pictures in it

#

The NOPX texture is a bit trickier but it has also been explained in few places, Bludclots Dos and Donts maybe has something about it

#

what you mean by actual english etc I have no idea about

#

actually

#

what surface are you talking about @fiery wigeon

#

I assumed it was terrain related but now Im not sure

#

because those textures dont have any text on them

fiery wigeon
#

i was talking about the ones that enable sound to a model when a character walks on them like the ones in a3/data_f/surfaces

full quarry
#

ah those

#

you probably can yes.

fiery wigeon
#

those are all in cech and i wanna make my own and translate them and convert them.. i actually have attempted my own but i just straight cant get sound out of them when i walk on them.. there's no errors no direction this game points u in to fix it it just doesn't work

full quarry
#

they are connected to various config entries the define what sounds play on them

#

no documentation on that though

fiery wigeon
#

i figured there wasn't

full quarry
#

its quite the advanced end stuff

#

very few people need/want to touch them anyway

fiery wigeon
#

i wanna make one that has snow and a few other things they dont have

full quarry
#

CUP probably has snow stuff now

fiery wigeon
#

yea but the only thing is with my stuff everything is standalone and dont wanna depend on CUP if possible just for one surface

#

u said its based on a config entry? what class in the config is it in?

full quarry
#

off the top of my head cant remember

#

but you should be able to find them by the surface textures filename

fiery wigeon
#

is it just a pathing thing? or is there like a whole thing to learn about it?

full quarry
#

whole thing

#

as said, advanced end stuff.

fiery wigeon
#

hmm ok i at least wanna check it out then but the actual texture is it just a placeholder? or is it set up a certain way with taxview?

full quarry
#

If you understand how the configs work in principle it should be manageable

#

dont think thers anything special about the textures

#

they are not visible to anything else but the engine

fiery wigeon
#

ok so there to act as a value holder for moding basically alright ill look into it then

full quarry
#

something like that yes

fiery wigeon
#

alright sounds good thx for the help!

celest obsidian
#

@lapis tundra If you can't find the PSDs on the forums, DM me what you need. Just don't ask for the whole game content. ^^

fiery wigeon
#

@full quarry what about the for the class "soundEnviron" what's the _exp mean after each value? i know it means something i just cant recall as to what

full quarry
#

_exp whatnow?

versed nacelle
#

eg.

// Tanoa
class CfgSurfaces {
   class GdtGrassShort {
      soundEnviron = "grass_exp";
   };
};
#

while other terrains have soundEnviron = "grass";

fiery wigeon
#

yes what Grezvany said ^

versed nacelle
#

in short; it just triggers a different sound set from the SoundEnvironExt class

#

see /a3/sounds_f/config.cpp and /a3/sounds_f_exp/config.cpp

fiery wigeon
#

so is there like a pattern of all of sounds sounding different with that _exp on them? like does that add some similar additional sound effect to all of the other sounds that have that _exp as well?

versed nacelle
#

nope, it's just from an expansion

fiery wigeon
#

ah ok so its just from the dlc pack gotcha

versed nacelle
#

yes, although it's part of the core game (afaik)

fiery wigeon
#

i dont know what afaik is loll but its all good i understand now

versed nacelle
#

as far as I know

ebon bramble
#

anyone know how to make the UI icons for gear without having to go about the retexturing route as well?

full quarry
#

You either paint them by hand or take a screenshot of it.

ebon bramble
#

screenshot? and then edit out what is not suppose to be in the screenshot?

full quarry
#

For example yeah

ebon bramble
#

how would you do it?

full quarry
#

well since I work with original models I can just take renders or pictures of them anywhere

ebon bramble
#

fair enough

white cargo
#

has anyone here done multimat in modo?

vagrant girder
#

is it possible in a supershader to get light only from flashlights/light objects and not the sun?

frozen blade
#

no

vagrant girder
#

then what would the mainLight function be used for?

severe rune
#

send example of rvmat mainLight thing you are talking about

vagrant girder
#

im looking at it in the wiki

severe rune
#

show me

vagrant girder
#

under light mode

severe rune
#

Setting it to none sets the main light (usually sun) to a purely black color instead

#

so.. should get rid of sunlight ๐Ÿค”

vagrant girder
#

i actually tried it and it doesnt do anything :/

severe rune
#

๐Ÿค”

nocturne prairie
#

hello, does anyone have a current preset for Substance painter export setting? (Only SMDI)

nocturne prairie
#

and the ***_CA.paa doesnt work with rvmat?

full quarry
#

_ca works with rvmats just fine

#

it usually even requires one

nocturne prairie
#

my problem is, i convert von png to paa with texview. I save it as xxx_CA.paa. but the rvmat is not active.

i convert it as ***_CO. die map i think is 8 bit, but the rvmat is fine ๐Ÿ˜ฎ

#

the same result is with tga

full quarry
#

you doing something wrong in some point ยฏ_(ใƒ„)_/ยฏ

nocturne prairie
ebon bramble
#

can you add night sights for a gun that does not have by defult , such as the P07? or is that declared in the p3d file?

full quarry
#

it would be in the model yeah

#

unless it supports optics attachements, when you could make any sight for it

ebon bramble
#

๐Ÿ˜ฆ so only way then would be to make a tritium sights model that would then have to be fitted to the pistol via optics attachments?

pale bough
#

yep

full quarry
#

yes indeed.

dense peak
#

Issue similar with MarshmallowsLike's. I'm not being able to get transparency to work on an RVMAT, or maybe the model to read it. It reads the paa in the same folder as the rvmat though. I have diffuse, ambient and forcedDiffuse's alpha set to 0.4 and a _ca.paa (named _ca before conversion to paa, but _co doesn't work either). How can I do transparency properly?

full quarry
#

why do you have forced diffuse alpha set to 0.4

#

put on your _CA texture on the model, put those faces to use the default_super.rvmat from A3\data_f\ and take a picture

dense peak
#

used A3/data_f/default_super.rvmat

#

No transparency

full quarry
#

so you save your texture with transparent parts as yortexturenane_ca.tga/png and convert that to yourtexturename_ca.paa?

#

what object do you apply it on?

#

are you using hiddenseletion textures or setObjectTexture commands to use it?

dense peak
#

I do. shield_ca.png to shield_ca.paa

#

I'm using OB's hard texture paths

full quarry
#

alright

dense peak
#

And it's on a custom object

full quarry
#

so are you sure you have transparency in the texture?

dense peak
#

Yeah, if I open it with texview2

#

It shows channels RGBA

#

And I can even see the black and white alpha by changing it to that

#

And it does have transparency

full quarry
dense peak
#

I'm still having a few issues with the firegeometry

#

Is it possible that the firegeometry not being proper could affect the transparency...? I'd imagine not, but might aswell ask

full quarry
#

not that I know of

dense peak
#

I know how to fix it, just been trying to fix this before

#

Ok, thanks

#

That's very similar to what we're trying to do actually

full quarry
#

thats what I gathered

#

so this is transparent _ca.png, converted to _ca.paa and both meshes use the default_super.rvmat

#

I dont know what you are doing wrong but it should work

dense peak
#

What do you mean by both meshes?

full quarry
#

well the mesh under it also has a color and a material

#

though It should not matter

dense peak
#

Oh you mean the inside?

full quarry
#

the cube

dense peak
#

Or the cube?

#

Ok

#

Yeah, we don't have a cube, it's basically meant to be a large orb shield that's cast around the player as an ability to protect him and people around him

full quarry
#

the sphere has no inside

#

but dont think that would matter either

#

nope

#

still the same

dense peak
#

We're doing with so that players can see it from the inside, unless we can set it to be double-sided, but yeah shouldn't make a difference I guess

#

Would you like me to send you the paa and p3d?

full quarry
#

default_glass.rvmat

#

double sided

#

should work

dense peak
#

Ok

full quarry
#

and sorry no I dont have time to that hands on debugging

dense peak
#

Ok, thanks for all this anyway then

#

I'll tell you if it worked

full quarry
#

what kind of effect do you see when its in game on your end?

sturdy umbra
#

how can i get the pbo location of a vest

full quarry
#

getModelInfo

dense peak
#

Just no transparency, texture but 0 transparency

full quarry
#

are you packing your addon with pboProject?

dense peak
#

Addon Builder

full quarry
#

does the transparency work in buldozer like in above

#

I would wager you got some pathing error

sturdy umbra
#

getModelInfo gives me the player model

#

im looking for the vest

full quarry
#

hmm true

#

then you may need to look through the config viewer

#

pathing error or your whole dev setup is not right

dense peak
#

Yeah I'd guess so too, but the texture is in the same folder as the rvmat, and the paths are the same except for the file name (one is shield.rvmat and the other is shield_ca.paa)

full quarry
#

I would suggest using the PMCwiki guides to setup tools and P drive and use Mikeros PboProject to pack so you can get some debug info

#

how about the buldozer?

#

does your texture and material work in it?

dense peak
#

Didn't check

full quarry
#

is like making stuff for arma 101...

dense peak
#

I know, just we've also been doing stuff like checking scaling etc

full quarry
#

no excuses

dense peak
#

So since we were gonna have to check it ingame we did it anyway

#

But gimme a sec

#

Doesn't seem to be transparent

#

There is a green cube inside it

#

Ok

#

So it seems that when it has the texture

#

It's solid

#

When it doesn't

#

It's transparent

full quarry
#

your texture might not be transparent enough

#

whats the texture resolution?

#

you can try this

dense peak
#

2048x2048

#

Ok so

#

With both that one

#

And without that one

#

It works if there isn't a texture applied

#

I'm not sure why, but if I hide the sphere set the cube's textures to green and unhide it, it loses textures and works

#

But if I then apply the textures to just the sphere, not the cube, it stops working

#

Got it...

#

Textures were saving with "DXT1"...

#

Tried DXT5 and worked...

#

Thanks for all this

#

It did really help, would still be trying not to rip my hair out otherwie

full quarry
#

are you using imageToPaa to convert the files?

dense peak
#

Yeah, but when it didn't work I tried manually with TexView and it'd default to DXT1

#

So I assumed that was the correct method

#

And didn't find any info that said otherwise

full quarry
#

something odd happening with your tools maybe if the conversion rules are not correct

remote crest
#

I have done some textures for a future project (Project Ultramar or Portuguese Colonial War)
I made the texture and when exporting to arma 3 it bugged and put me in the blue uniform
What will be the problem? The texture? Or .paa?

proud sparrow
#

Is it possible to extract anything from the ebo files?
Specifically im trying to get the texture _co file for the Advanced Modular Helmet (Chops)
Im trying to make a retexture.

#

Pretty sure i can find what im looking for in the characters_f_enoch.ebo

#

but ive no way to, from what ive found, gain access to the ebo's contents

#

is this possible or is there any other way to gain access to this specific _co file? i also need the _nohq file for it.
@ me

pale bough
#

I'm pretty sure breaking the encryption on EBO files is a no-no, but you can try grabbing the texture through the game

#

IIRC you can render it on a hud element and then just take a screenshot of it but I don't know how myself

unique charm
#

Hi guys! I apologize in advance if I am writing in the wrong topic. Why is this texture needed?
class StageTI
{
texture = "a3\data_f\default_vehicle_ti_ca.paa";
};

acoustic dove
#

thats for thermal mode , how the object will look

ebon bramble
#

so if you make that a solid grey then you appear invisible? in thermals

#

of was it pink

full quarry
#

different channels affect different heat sources like weapon. engine, sunlight

#

depends on objects simulation type

ebon bramble
#

can one retexture the recticles of vanilla scopes?

full quarry
#

mmm

#

no?

ebon bramble
#

damn

full quarry
#

In 3D sights those are model specifc

#

in binoculars and such "full view scopes" I think its more a config entry though

#

so with those it might be possible

#

but thats a maybe

soft anchor
#

Hey all, I've just made some retextures of CUP BDU's and I was wondering what would the config be for implementing them in game since I haven't a clue, any help would be appriciated! ๐Ÿ™‚

full quarry
#

there is lot of retexturing stuff in the BI Forums, that could be s starting point

full quarry
#

are you happy to see me or is that a silencer in your pocket?

silver gull
#

i mean, its already unpacked...

cloud blaze
#

hey fellas, you probably get this all the time but im going to give it a shot, id like to try my hand at texturing, first im going to try retexturing an existing vanilla model, but the camo i want doesnt really exist online, atleast an accurate texture swatch of it so im going to try to make it by scratch, through mictosoft paint first and then port to gimp when i actually start the texturing process, so i was wondering if anyone knew how to make custome patterns? and how to scale it properly for the texturin. im not asking anybody to do it for me i want to do it mysefl i just didnt know if anybody had any pointers for me... the camo pattern im going for is tha avatar sci fi camo which is digital, but its a slightly larger block than the normal "ACU" digital blocks we have. im probably speaking giberish right now lol i hope yall understand xD

full quarry
#

If you are going to use gimp you might be able to find tutorials on how to make repeating patterns.
There are also plugin tools for that

#

Or you could see if any online pattern generator can do what you are after

cloud blaze
#

ill take a look at that thanks yeah im going to browse devient art for some generic swatches as well, we shall see. thanks ๐Ÿ™‚

full quarry
#

๐Ÿ‘

pale bough
#

I'm pretty sure it's also accurate to the "real" thing

cloud blaze
#

oh my lawdy lawd haha!! ive been toying with the AAF camo... the outlines are killing me because im trying to use the external fade colors from the original texture file with "fill seleced color" ooooff i might end up using yours thanks here is what ive been doing xD call me insane.. but my gimp fu is very.... rookie i guess ... ooof nvm for some reason i cant post the picture ... thanks! ๐Ÿ™‚

pale bough
#

No problem blobcatthumbsup

cloud blaze
#

i twas going to try the bandana first sinc ei thought it would be simple but i cant find all the files i need so im going to try out this nato guy i found on youtube xDcrosses fingers

nocturne oxide
#

What is the resolution of the briefing screen?

still ibex
full quarry
#

sbSource = visualEx has that issue. Dedicated shadowlod should not

still ibex
#

thx

full quarry
#

also if shadowlod surface is exactly same as the visual surface,that can happen

fickle canopy
#

Need some help I converted a texture from jpg to paa by using texview and the preview was good but it converted red colour texture to blue in game it worked once but after I edited it again it messed up and boys I am doing this to put it on a billboard

Am I missing something thing here

full quarry
#

use tga or png as source format

#

and you need to have correct resolution for the image too

fickle canopy
#

@full quarry can you tell me examples or where I can find the correct resolution

#

At this point I am using 2024x1012

full quarry
#

for example here

#

so your resolution is completely off

#

you probably should get the billboards original texture and edit that

open juniper
#

hello I need some help I am trying to retexture the skin of the arms of a soldier as well as the face ,anyone known how I can do that ?

full quarry
#

you would have to find the skin texture from the arma 3 files and paint over it, then create a custom identity type that uses your custom texture. Possibly you would also need to create a custom material as the color texture might not be enough

#

there is a wikiPage about the Arma skin shader

open juniper
#

ahh okay thanjs

thin pebble
#

Guys, is there a simple way to merge multiple ASC files into one easily editable file?

grand warren
#

i am not sure, but i think @rare lake has done something like that. sorry snake if i'm wrong

#

you are talking heightmaps, right?

thin pebble
#

yeah

grand warren
#

ok, just wanted to be sure

thin pebble
#

I found some great data but it comes in lots of small files and converting it to something i can merge and edit is beyond me atm

rare lake
#

L3DT and terrain builder can do them. this is very unusual use case though.

full quarry
#

@thin pebble terrain builder can do that, any GIS software can do that, L3DT can do that

#

oh @rare lake ninjad xD

thin pebble
#

lmao

#

thanks guys

full quarry
#

Im not sure if any method can be called exactly simple though

grand warren
#

if it's real terrain data, try to find the location and reexport it with the QGIS plugin

#

from adanteh i think

full quarry
#

Maybe depends a bit of the end use case

thin pebble
#

QGIS plugin for what?

full quarry
#

QGIS

grand warren
#

adanteh wrote a plugin for QGIS

#

or was it him?

full quarry
#

it extracts heigthmap and textures in Arma friendly format

grand warren
#

dang...

full quarry
#

it was yes

rare lake
#

ugh just realized we are in TEXTURE makers channel, damn you audiocustoms ๐Ÿ˜‰

full quarry
#

xD

grand warren
#

hey... i just responded ๐Ÿ˜‚

#

don't shoot the messenger

thin pebble
#

oh sugar - sorry - mybad - didnt have my glasses on and got the wrong channel ๐Ÿ˜ฆ

grand warren
#

let's move over then ๐Ÿ˜„

thin pebble
#

in my defence it all looks the same on a small screen LOL

grand warren
#

being sober and awake for more than 30min also helps ๐Ÿ˜›

#

JK

thin pebble
#

Not had a drink for 20 months now. Doesn't go well with chemo ๐Ÿ™‚ Sleep depravation is a definite possible cause.

grand warren
#

yes well... side effects could be somewhat unexpected... not recommended tho.

dry otter
#

Any good use process to get rid of those little white outlines on alpha textures ?

#

close range looks ok

#

it's a _co renamed after texview conversion. originally _ca named PNG to make the alpha working

#

rvmat is renderFlags[] = {"NoZWrite"}; (a3\data_f\default_alpha.rvmat)

full quarry
#

_Co should draw inly 1 bit alpha so it would be better to convert it with that

#

instead of _CA that leaves smooth alpha in there

#

I would wager the issue is because of the _CA converision and then using it as _CO

#

because that smooth alpha transition when drawn with on/off draw makes that white outline

#

or you need to manually fix the mipmaps

dry otter
#

I'll try this, thanks

#

aye fixed it @full quarry nice one

#

I keep forgetting small details like that

#

reeeee

full quarry
#

๐Ÿ‘

dense peak
#

Make An Textured Sunken Ship To Explore For An Arma Mission

full quarry
#

@dense peak this isnt really a request channel?

dense peak
#

Well Yeah Just A Suggestion @full quarry

full quarry
#

isnt really that channel either

dense peak
#

Well Do I Care No Plus Its An Idea

silver gull
#

you cant _co a _ca after you converted it to paa. The suffix determines what conversion format it uses - DXT1 or DXT5. Its like renaming a .jpg to .png - the format doesnt change just because of a name change

silent mortar
#

@full quarry how do you manually fix the mipmaps?

#

is there a way to view and export or import them in textview2?

full quarry
#

no. Dedmen made a tool for that a while back

silent mortar
#

ah

full quarry
#

Im pretty sure its mentioned somewhere in here

tender lintel
#

Anyone know anything about retexturing uniforms? I am trying to create my own uniforms for my own unit using base game uniforms. Maybe retexture some other mods if I get permissions. I am trying to get into retexturing. I am willing to pay someone to do it for me...however that seems kind of fishy I guess, and idk if thats even allowed.

full quarry
#

@tender lintel There are resources that could get you started on the BI forums editing section

manic nymph
#

Multimaterial. UVset 1 (second) does not work in game. What's the matter?
https://imgsli.com/MTUzMzA

#define _ARMA_

ambient[] = {0.5,0.5,0.5,0};
diffuse[] = {0.2,0.2,0.2,1};
forcedDiffuse[] = {0.5,0.5,0.5,1};
emmisive[] = {0,0,0,1};
specular[] = {0.02,0.02,0.01,3};
specularPower = 30;
PixelShaderID = "TreeAdvTrunk";
VertexShaderID = "TreeAdvTrunk";
class Stage1
{
    texture = "ca\plants2\tree\data\t_betula_pendula_bark_01_no.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "ca\plants2\tree\data\t_betula2f_1_trunk_mc.paa";
    uvSource = "tex1";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};```
full quarry
#

well this is not a multimaterial shader.

#

but yes the uvset 1 should still work.

#

not sure what kind of effect you are expecting to see from the MC though

manic nymph
full quarry
#

I think that is what a Betula is supposed to look like?

#

the Buldozer view is perhaps taken from the shadow side

manic nymph
#

It's original betula.

frozen blade
#

no idea what you wanna do with that MC

#

does that mesh has these 2 uv sets?

scarlet fiber
#

trying to learn how to make a glass texture for a few buildings im making. I followed this tutorial https://pmc.editing.wiki/doku.php?id=arma:texturing:reflective_glass_tut and the glass pieces work fine, but the problem is suddnely my whole building appears to have the RVMAT applied to it? where the whole building is now seethrough but with my texture on top of it? When put into object builder the textures themselves don't show either which is a bit of a pain. any ideas as to why this might be happening?

frozen blade
#

without a screenshot of the issue, iโ€™d say alpha sorting most likely

scarlet fiber
#

pm'd screenshot

rare dove
#

Hi, I have a problem with a hiddenselection on the Nimitz. I define it in model.cfg 'bulletin' and in config.cpp 'bulletin'. When I use setObjectTextureGlobal via SQF the new texture is displayed, but not all the time. Depending on the point of view by the unit I either see the old texture (which was applied on the model and via hiddenSelectionsTexture[] in config) or the new texture. Any ideas what might be the cause of it? It's a 4k co texture, which I can share

rare dove
#

I tried to isolate the problem by copying the object (bulletin board) out of the Nimitz model and tried it there. No problem observed any longer, so still no idea what causes the change of textures

full quarry
#

does lod level change?

rare dove
#

cannot change, the carrier has only level 0 lod

#

res lod

full quarry
#

ah ๐Ÿ˜„

#

can you try if 2K texture behaves the same?

rare dove
#

yes, same if both are 2k textures