#arma3_texture
1 messages ยท Page 40 of 1
yes.. check the default rvmat types in data_f
@full quarry they seem encrypted how can I view them?
have you set up your P drive with mikeros Arma3P?
yeah
is there a tool to decrypt that?
arma3p should do it for you
they are not encrypted
probably encrypted is the wrong word
but its unreadable
binarized. arma3p should unbinarize for you
@spark shore did you get the rvmats open?
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
it is likely not just about rvmats but I recall transparency works poorly if theres no rvmat at all
superShader one should work with that though
other thing would be the surface sorting so that it knows better which surface is on top of which
or you could have some other problem with your objects too
in how they are build
out of all those I think the problem is surface sorting
considering its the only thing I haven't modified (or touched at all)
@static bane
- p3d is binarized and can not be open
- SW mods and talk is banned on all official BI platforms
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?
are they using supershader materials?
you mean these? PixelShaderID="Super"; VertexShaderID="Super";
yes
both have it yeah
the rvmats are identical, only differences are the nohq and smdi textures that they're pointing at
there's 7 stages and stageTI
good
both are like that just with the smdis and nohqs changed
could it be something with the model or UVs?
well if they are different sized parts the uvTransform scaling may need to be adjusted
yes
I think it's about the same on both
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?
well if the scale was way off it could have just looked like its not showing
does the other parts have the rvmat actually assigned?
you mean in the p3d? yeah they both have the _co texture and .rvmat assigned
the other shaders like normal maps and the smdi appear to work on both
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
oh goddamnit I'm blind
static_zpu_4\data\zpu4_top.rmvat gee I wonder what the issue is
:D
Does not take much.
You can see if a file is found in the material library dialog or the mass material rename tool
im new to this whole texture making thing
whenever i try to install bi studio it says an administrator has blocked you from doing this
even though im the admin
is there any particular shader template that would be used in substance painter when it comes to arma assets?
@Archangel#0072 what is BI studio?
Oh he left already.
@static bane yes few have been linked in this very discord a few times.
Oh Yea I looked back found one, thank youuuu!
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
whats the problem?
what format?
png to paa
you dont have png exclude ticked by accident?
its off
but I had cases when it worked when on
can't tell from the imgur but the black parts are transparent
you have managed to save it with some incompatible properties
I just re-exported it from gimp and it works
did you dl it from the original?
copy pasted it on a new file to make sure it didnt pass on any problematic prperty
yet still fails
the original image was made on paint.net
I saved it with 8bit RGBA colorspace from Gimp
cant remember what else I ticked but Id wager thats the only one that might matter
I need to make a red version so let me check and see if those settings are the problem
8 bit RGBA did it
thanks @full quarry
๐
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.
True that could be it
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.
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.
what does "not clear" mean?
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.
8bit color?
Yep.
not sure if its the same errors I hAd ut I usually have to reconvert them all in 8bit rgba from gimp
That fixed whatever was up, thanks Sanchez.
@vivid escarp what file format were you using?
.png.
then what Sanches said is accurate yeah.
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?
Thanks
Use Mikeros tools and extractPbo to unpack files.
Nvm.I have Bin to CPP and i didnt know it worked on RVMAT files.
Thnx again.Iam able to edit the section i need.:)
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
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
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?
No. You would need to use the A2 released datapacks for source files.
Nothing from A3 can be retextured for terrain use.
@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.
yes, download them but they don't have interiors, it's a shame because we already paid 4 times for them
... already paid 4 times for them
uh... what? ๐ค
@strong frigate that is not correct. And besides that, you have never paid for being able to retexture them
it is BI who have been kind enough to release the old files
@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
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
there is really no one "do this and it always works" way
except that put correct textures in correct stages
other than that its tweaking the texture color channesl and some of the rvmat paramters to get the look you want
@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 ๐
@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?
I must admit I dont quite understand the problem. I think you are way overthinking it.
So yes, if you make your own rvmat you can define each texture it uses
or define the stages to use a neutral procedural color
A3\data_F\ has default rvmats you can use as a base
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
no you never edit original files
just like you dont try to overwrite original textures
you make new files
form scratch or by copying, renaming and editing
I c+P onto a new file, sorry didnt clarify
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"};
};
};```
that would be correct then yes
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.
none of your textrures seem to be using the correct _suffix naming
drop the whole rvmat into pastebin.com
๐
where did you pull this rvmat
and yes those are the suffixes
there is a BI wiki page about them too
P:\a3\characters_f\opfor\data\officer.rvmat, I deleted the rest of the stages ๐คฃ
๐
100% ๐ฆ ed
so
for some reason you have changed the shader type to skin too
which makes no sense
so you got to start over from clean copy of the rvmat
you dont delete any stages, the shader needs those
and you dont go altering the shader types either if you are using a original rvmat as a template
if you want to "disable" a stage texture, it needs to be set as a neutral procedural color
those you can find from the a3\data_f\default_super.rvmat
however you would preferably make a copy of whatever texture needs to be altering and edit it rather than nullify whole stage
because that will drastically alter the look of your material
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
^ Shows how I removed the csat symbols there
https://gyazo.com/db4698b12a08e8a9edc99e797ed3ad62 <---officer_ti_ca (wierd spray paint)
https://gyazo.com/c2f17ebeefa0894bff205466462ee199 <---- envy_co (wierd landscape photo)
Is it possible I am copying the wrong rvmat?
_TI is the thermal image that varies the warmth of the character you see in the thermal camera
env is the environment reflection texture
so neither affect the thing you see
whats this @dense peak
the top pic does not show
you cant just erase stuff like that
that was originally a Csat symbole
Alright, does the nohq need the same? it has multiple colors surrounding it
hopefully dosnt matter too much
I would say, then the material switch is not working
well at least through the setTexture and setMaterial commands it was possible to apply both texture and material on it
so from this Id say it should work
try using your textures with the setObjectTexture and setObjectMaterial commands in the debug console @dense peak
oh
@dense peak @dense peak @dense peak
important
check your config and compare both of the hidden.. parameters to any vanilla config that has them
look very closely
hint: ๐ธ
hiddenSelectionsTextures[] = {"CustomUniformMod\Data\ModdedOfficer1.paa"};
hiddenSelectionMaterials[] = {"CustomUniformMod\Data\Officer.rvmat"};
};```
OH
bollocks
i hate arma
ok maybe just myself then ๐คฃ
its not Armas fault
Arma is innocent
fixing that might get your textures to show up
at least chances are 100% better
๐คฆ I actually hope that dosnt work So i seem less stupid then I already do
Its alright.
after a few years of doing this, it will still be the same
some small mistake somewhere

Thanks for the help, I honestly wouldve spent another few days not knowing im missing an s
hey guys , i was wondering , how would you go about editing a RVMAT file and have it work at the end with your uniform?
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
you can read what I told CT there just a while ago about how they work
you did what now?
you should not need to rename any file extensions
you are doing something fundamentally wrong there now
how to get bin back to RVMAT then?
okay , how to get RVMAT to cpp because i opened RVMAT but its binerised
nope , arma 3 tools
as that is not a correct tool.
well those do not debinarize files automatically
so I would recommend using Mikeros tools and extractPBO
to unpack pbos
i use that to dePbo pbo's yes
i used eliteness to depbo , then cfgConvert to go from rvmat to bin , then bin to cpp
didn't know of any other way to do it ๐
use extractPBO for the pbo unpack
it debins correctly tho
no
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?
youll need an invisible character to wear it
ive been searching the internet for multiple days and cant find anything
youll need an invisible character to wear it
how do i make one?
i thought about making an invisible face but that doesnt work
how to use that command?
or you can take the sample man and delete everything from the first lod and use that
like, how to write it
@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
check the BI wiki for Arma 3 scripting commands
bro PBOmanager is the easiest and best tool to open and extract pbo files
extractPBO should be incorporated into your windows shell and double clickng a pbo in the explorer should unpack it
it is not
it is the worst tool
wdym?
@dense peak do not EVER suggest that tool to anyone anymore
it is viable only for managing mission pbos
everything else its not good
i mean, i use it for extracting and viewing all pbos and it works just fine
it does not
it does not debinarize config or material files
I mean it
dont spread that lie
ok
we have to constantly fix peoples stuff here when they use it
its infuriating sometimes.
@full quarry welll ..... thank you for this insight xD it works much better than eliteness , also how to get it back into rvmat form?
it should always be in rvmat form
you dont have to do anything to it
just open in up in text editor and edit it
ah i see , no need to bin it again?
Did they ever release the textures for contact? looking for LDF
@dense peak no
@ebon bramble when you use correct tools to pack your pbo, as in Mikeros PboProject
it will take care of all that
so no arma 3 addon builder?
no
unless you like banging your head on the table
it would also do it for you though
you have picked up bunch of bad habits.. XD lets put an end to those
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
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
sweet thanks , i just need to go download this first
oh you did not get all the tools from Mikero ๐
you sir have found a very strange path to put yourself on
Well I'm in the editor and how do i use the command to hide the guy?
ehhh Im sure theres tutorials or guides on how to run scirpts in game with the debug console
lmao thats the thing, theres absolutely nothing on the commands i want to use
you open it up, type the command with correct syntax and hit run
and if i find anything its from like ARMA 2 days
should still work
the scripting commands wiki pages lists all the commands
and each command has its own page that shows the correct syntax its used with
yeah im looking at the hideselection command and theres nothing i can understand lmao. im really fresh to modding
well you are swimming in the deep end now
theres no hand holding in the deep end ๐
nice
And the reason is that there is only few people active here
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
and hundreds of people wanting hand holding
@full quarry i only have -Noisy Output is that fine?
yes
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*
it will make it white
yeah i tried it but it puts a generic face instead
ah
@dense peak put down 2 units and give your helmet to the AI
name it
for example plop
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
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?
"hl" is the skin selection in characters
your config is higher in the folder hierarchy than your file you are trying to use
now this is off the top of my head so 50/50 it works
yeah I'm getting the 50 that doesnt work lmao
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
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
okay which tool am i missing
theres like 3247256265278 tools for arma from which like 5 actually work
do you need to pack the indicvidual folders or could you just make 1 pbo from the root level of your folder structure
1 pbo
then you need your config.cpp to be at the SANDF level
https://community.bistudio.com/wiki/hideSelection
yeah bro im looking at that page and thinking what to do here
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
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 ๐ญ
well no
you can either use include hpp files to organize them
or https://community.bistudio.com/wiki/CfgPatches check the subfolders part
interesting , I have picked up bad habits and just learned i know nothing
h hideSelection ["hl", true];
i have this in my console, doesnt work, "h" being the AI that i want face to be invisible
why is arma's code so damn retarded
jesus
wait do i need to make a simpleobject out of the guy?
or https://community.bistudio.com/wiki/CfgPatches check the subfolders part
@full quarry I understand the throw everything into one cpp file much better than this xD
OH WAIT
i might have lightbulbs
yes just read that too @dense peak
then again you might be able to create your helmet as simple object
@full quarry why is pboProject so strict..
@ebon bramble so that you dont create broken addons ๐
@dense peak what you want is unfortunately irrelevant if the means to do it require special methods.
but it works fineeeee, now i need to go learn how to hpp so i don't need to restructure everything
modding unfortunately is that
you could just take a picture of your helmet in OB for example
in what, sorry?
object builder
object builder just crashes my arma tools lmao
then again you were suggesting using pboManager
so you might be on even worse path than @ebon bramble there
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
basically it comes down to either you learn more to do more advanced stuff, or you dont.
ill do anything that requires making this damn picture
hey , i just learned how to do this myself as no one wanted to teach 16 year old me 5 years ago
also this, theres not much help for fresh modders
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
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
okay so I must have a main config.cpp in my rootfolder correct?
back then there was the forums and a lot less stuff in the wiki
I would put it there yes
right so do i need to place any cfgVehicles or weapons in it?
well no if you want to keep the sub configs separate
so just cfgPatches yes?
if you have some common base classes or such you could collect them into the root config I suppose
yes that would be enough
then in all my other config.cpp files i just need to place addonRootClass = "whateverMainCPPcfgPatchesClassIs";
@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
the best option would be making an invisible character
that sounds easy enough , thanks bud , Ill let you know if it works
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
alright sounds easy enough for you
but how
like, you know everything about this game while im struggling with the easiest task
sorry
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
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
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
yeah
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
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
it will pay off in the long run
yeah but i dont wanna spend 23745827548 hours learning how to mod in arma, i just want to take like 4 pictures of helmets
I dont want to spend few hours typing it up either
explain how you dont want to mod but need pics of the helmets xD
so we are in the same boat
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
as I said you can use picture of a render of your helmet
or draw it on paint if you like
@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
kinda
which cant really be helped
you can look through workshop if theres invisible characters available
yeah theres none
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.
@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
the see through VR man might also accept completely transparent texture
yeah but that requires some commands that i dont know
and scripting
@ebon bramble thats alright. keep at it.
@dense peak it seems like there is no way to just do it without some effort.
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
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
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
all the other mods have it no problem, ideally id want to contact them how they did it but thats just not possible
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
exactly
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
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
and since it's not game-breaking (or mod-breaking for that matter) nobody really seems to care
yeah
well then anyways thanks @full quarry for trying to help but ill do what i stated above
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?
Anyone know where i can ging good camouflage texture files ??
anybody here understand rvmats and can help me with making one?
@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
I have a difficulty understanding how it works i guess is more the issue
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
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
thanks
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
every type of shader has a set number of stages?
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
is the vehicle model made so that it has hiddenselections?
you cant just add more at will.
@open juniper
what vehicle is it?
i mean to have hidden textures in the arsenal
You'll have to configure the textureSources class for that
is the vehicle compatible with hiddenSelections?
nevermind i got it done ๐
๐
which model?
well possibly it has bad vertex normals or bad normalmap
Id perhaps lean towards the bad vertex normals
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?
No, it is a separate UV
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
No, I don't know how to recalculating normals in OB๐ซ
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
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
you probably would see the issue in buldozer too
buldozer == simplified game engine preview
I don't know why my OB can't use buldoze function๐ญ
It seems that the method does not work
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
Haha, yes, I accidentally wrote NOHQ as "HOHQ", it was so careless๐
Problem solved thanks for your help๐
๐
Does anyone have a good tileable Russian EMR Digital Flora camo swatch they'd be willing to throw my way?
not sure if any of these are tileable, but it's a good start: https://www.dropbox.com/sh/my2vbm4t28wfn11/AAC8OJVtazNTPppJoEpZXGgua?dl=0
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
@versed nacelle
you are a beautiful person thank you
Thank you @versed nacelle
@errant palm wrong channel/server perhaps?
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.
easy solution: use pboProject instead
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?
what are you reskinning?
depending on what you're reskinning, you can just go in the editor and apply the texture using setObjectTexture
Nato uniform to my custom camo pattern
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
ill have to find a tutorial for that ^_^
It's called filepatching. The real time ish change seeing.
nvm, I figured it out ๐
off the top of one's head, does anyone know where the icon picture files are located? i want to make a new icon ๐
icon pictures?
for rifles?
usually in the pbo of the thingy that has the icon
if its for rifles check in weapons_f/rifles/rifleyouwant/UI
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
could talk with the author and make better textures for the main mod
i've been trying to get in contact with him
It may not be compatible for hiddenselection texturing
so unless it is, you cant edit it
So I made custom rvmat for my uniform but ingame it makes my uniform appear partially black, any ideas? default rvmat works fine
I think theres something wrong with the ambient shadow texture I made
Likely so.
Can you change the default weapon skins to custom ones?
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
Okay thank you
I have an offroad reskinned but it is not getting its defined texture ingame, instead I have the default red offroad appearing
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
it just is how it is.
it is what it is
https://www.youtube.com/watch?v=y9r_pZL4boE
@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
Is there a parameter within the rvmat to increase/decrease the effects of a NOHQ map globally?
Random question but what are the odds that the issue of hiddenSelectionMaterials bricking wound\damage textures will be fixed in Arma 3?
reyhard knows best, but ACE team asked a couple days ago and I said no
aw
@pale bough hopefully in arma 4
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?
the latter
dang
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
Just use SuperExt shader for emissive ยฏ_(ใ)_/ยฏ
how does that work?
It has a extra stage for emissive
its just super + emissive
super stops at 7 with env https://gist.github.com/dedmen/90691e56c2dd77bc152ce0a48caf47ba#file-arma-shaders-yaml-L197
but be careful, you need to use texGen's
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?
How do I use texGen? Can you explain it please?
no time
its a thing in multimat textures, maybe that helps you find a wiki page or smth
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
everything I've seen with texgens is for buildings
how would I apply this to something like a uniform or helmet?
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";
};
sooooooooo if I make everything texgen=0 it should be fine?
nothing speaks against that... at least not that i know
dir[]={0,0,0}
wrong
dir[]={0,0,1}
if I make everything texgen=0 it should be fine?
yes
i just copied it from a vanilla rvmat iirc ยฏ_(ใ)_/ยฏ
up[]= { "-sin(30 )*3", "cos(30 )*3", 0 };```
never seen them like this. whats this from? #curious
Have not looked into one of those before I think
Is it possible to use texgen everywhere, or is it only working for specific shaders ?
should work on all shaders yes
though some hardcoded behaviours is possible to exist
naturally xD
everywhere
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?
thanks 
can someone check texConvert.cfg for _em?
@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?
_em doesn't exist in texConvert.cfg
oh ๐ค
Maybe _ca then, don't remember if it has alpha and don't have time to look now
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
Am I being silly, Would that even work? You are just storing your uv transform variables as strings not floats?
yes would work. they are executed as script, and return a float
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?
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
Nice, Gonna have to experiment with that at some point.
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
probably your P drive/tools/development environment is not set up right
PMCwiki has guides for "Arma3 tools install" and "P drive setup"
Never thought I would see a filepath like coronapack\tendies01_co.paa
Where can I get .psd textures for base content? In Arma 3 samples I only see DLC in the Art folder.
there's some stuff on the forums, although not everything has been made public (even in Samples)
That's annoying. I mean if DLC, why not everything?
we dont know.
I hoped it would have changed by now especially since they made green versions of most vehicles for Tanoa.
Oh that eluding someone. Always missing. โน๏ธ
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
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
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
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
they are connected to various config entries the define what sounds play on them
no documentation on that though
i figured there wasn't
i wanna make one that has snow and a few other things they dont have
CUP probably has snow stuff now
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?
off the top of my head cant remember
but you should be able to find them by the surface textures filename
is it just a pathing thing? or is there like a whole thing to learn about it?
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?
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
ok so there to act as a value holder for moding basically alright ill look into it then
something like that yes
alright sounds good thx for the help!
@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. ^^
@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
_exp whatnow?
eg.
// Tanoa
class CfgSurfaces {
class GdtGrassShort {
soundEnviron = "grass_exp";
};
};
while other terrains have soundEnviron = "grass";
yes what Grezvany said ^
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
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?
nope, it's just from an expansion
ah ok so its just from the dlc pack gotcha
yes, although it's part of the core game (afaik)
i dont know what afaik is loll but its all good i understand now
as far as I know
anyone know how to make the UI icons for gear without having to go about the retexturing route as well?
You either paint them by hand or take a screenshot of it.
screenshot? and then edit out what is not suppose to be in the screenshot?
For example yeah
how would you do it?
well since I work with original models I can just take renders or pictures of them anywhere
fair enough
has anyone here done multimat in modo?
is it possible in a supershader to get light only from flashlights/light objects and not the sun?
no
then what would the mainLight function be used for?
send example of rvmat mainLight thing you are talking about
im looking at it in the wiki
show me
Setting it to none sets the main light (usually sun) to a purely black color instead
so.. should get rid of sunlight ๐ค
i actually tried it and it doesnt do anything :/
๐ค
hello, does anyone have a current preset for Substance painter export setting? (Only SMDI)
and the ***_CA.paa doesnt work with rvmat?
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 ๐ฎ
the same result is with tga
you doing something wrong in some point ยฏ_(ใ)_/ยฏ
https://cdn.discordapp.com/attachments/294232104265449472/702631197544808468/unknown.png
https://cdn.discordapp.com/attachments/294232104265449472/702631347721601034/unknown.png
i delete the _CA.paa from model. Rvmat is finde.
need to define the _CA in rvmat too?
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?
it would be in the model yeah
unless it supports optics attachements, when you could make any sight for it
๐ฆ 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?
yep
yes indeed.
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?
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
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?
alright
And it's on a custom object
so are you sure you have transparency in the texture?
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
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
not that I know of
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
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
What do you mean by both meshes?
Oh you mean the inside?
the cube
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
the sphere has no inside
but dont think that would matter either
nope
still the same
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?
Ok
and sorry no I dont have time to that hands on debugging
what kind of effect do you see when its in game on your end?
how can i get the pbo location of a vest
getModelInfo
Just no transparency, texture but 0 transparency
are you packing your addon with pboProject?
Addon Builder
does the transparency work in buldozer like in above
I would wager you got some pathing error
hmm true
then you may need to look through the config viewer
pathing error or your whole dev setup is not right
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)
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?
Didn't check
I know, just we've also been doing stuff like checking scaling etc
no excuses
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
your texture might not be transparent enough
whats the texture resolution?
you can try this
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
are you using imageToPaa to convert the files?
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
something odd happening with your tools maybe if the conversion rules are not correct
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?
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
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
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";
};
thats for thermal mode , how the object will look
so if you make that a solid grey then you appear invisible? in thermals
of was it pink
different channels affect different heat sources like weapon. engine, sunlight
depends on objects simulation type
can one retexture the recticles of vanilla scopes?
damn
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
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! ๐
there is lot of retexturing stuff in the BI Forums, that could be s starting point
are you happy to see me or is that a silencer in your pocket?
i mean, its already unpacked...
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
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
ill take a look at that thanks yeah im going to browse devient art for some generic swatches as well, we shall see. thanks ๐
๐
@cloud blaze no need to make the camouflage itself, I happen to have it! https://cdn.discordapp.com/attachments/378346813834657794/703801578481516544/movies_avatar_camo.png
I'm pretty sure it's also accurate to the "real" thing
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! ๐
No problem 
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
What is the resolution of the briefing screen?
Anyone know what causes these horizontal lines on textures? https://i.imgur.com/zd97FAg.jpg
sbSource = visualEx has that issue. Dedicated shadowlod should not
thx
also if shadowlod surface is exactly same as the visual surface,that can happen
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
use tga or png as source format
and you need to have correct resolution for the image too
@full quarry can you tell me examples or where I can find the correct resolution
At this point I am using 2024x1012
for example here
so your resolution is completely off
you probably should get the billboards original texture and edit that
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 ?
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
ahh okay thanjs
Guys, is there a simple way to merge multiple ASC files into one easily editable file?
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?
yeah
ok, just wanted to be sure
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
L3DT and terrain builder can do them. this is very unusual use case though.
@thin pebble terrain builder can do that, any GIS software can do that, L3DT can do that
oh @rare lake ninjad xD
Im not sure if any method can be called exactly simple though
if it's real terrain data, try to find the location and reexport it with the QGIS plugin
from adanteh i think
Maybe depends a bit of the end use case
QGIS plugin for what?
QGIS
it extracts heigthmap and textures in Arma friendly format
dang...
it was yes
ugh just realized we are in TEXTURE makers channel, damn you audiocustoms ๐
xD
oh sugar - sorry - mybad - didnt have my glasses on and got the wrong channel ๐ฆ
let's move over then ๐
in my defence it all looks the same on a small screen LOL
Not had a drink for 20 months now. Doesn't go well with chemo ๐ Sleep depravation is a definite possible cause.
yes well... side effects could be somewhat unexpected... not recommended tho.
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)
_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
I'll try this, thanks
aye fixed it @full quarry nice one
I keep forgetting small details like that
reeeee
๐
Make An Textured Sunken Ship To Explore For An Arma Mission
@dense peak this isnt really a request channel?
Well Yeah Just A Suggestion @full quarry
isnt really that channel either
Well Do I Care No Plus Its An Idea
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
@full quarry how do you manually fix the mipmaps?
is there a way to view and export or import them in textview2?
no. Dedmen made a tool for that a while back
ah
Im pretty sure its mentioned somewhere in here
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.
@tender lintel There are resources that could get you started on the BI forums editing section
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};
};
};```
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
At the buldozer screen (https://imgsli.com/MTUzMzA)
I think that is what a Betula is supposed to look like?
the Buldozer view is perhaps taken from the shadow side
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?
without a screenshot of the issue, iโd say alpha sorting most likely
pm'd screenshot
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
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
does lod level change?
yes, same if both are 2k textures
