#arma3_texture

1 messages · Page 41 of 1

full quarry
#

I wonder might there be some sort of bug in there going as I was just yesterday testing out a weapon and shot various cars with it and they appeared to take damage and the damage textures changed

#

but when I got into the car it showed no damage

#

and when I got out the damage textures had reset

rare dove
#

hmm, engine problem rather than a model one?

full quarry
#

not sure. could not replicate the issue I saw anymore xD

rare dove
#

oh well, another mistery then

full quarry
#

perhaps the part just needs to be its own object

#

where is the part located in the model?

#

is it at far edge or in the middle

#

is it inside a room?

rare dove
#

yes, a board inside a room

full quarry
#

if you move it somewhere out in the open does it still bug

rare dove
#

I tried it as standalone and copied just the board mesh, and then it no longer bugs

#

but I haven't tried to move it on the deck

full quarry
#

What Im after is that if it somehow gets culled from view by some geometry

rare dove
#

ah, ok, it's crammed space, basically a corridor with the bulletin board in the middle

#

moved it on the deck, still same problem

rare dove
#

found something suspicious. Seems that there is a 'second copy' of the carrier part where the unit spawns in. That is then visible from time to time. If I spawn the unit in the hangar or not on jdg_carrier_deck_9 the texture works

#

is there a way to see if a simple object with is retained there?

#

hmm, this one yields nothing: systemChat str (allSimpleObjects ["JDG_Carrier_deck_9"]);

full quarry
#

just check all nerObjects or entities

#

and see whats there

rare dove
thick dagger
#

Hello everyone!
I am but a mere self-taught apprentice texturer (or at least i sued to be, haven't worked on texture for a while), and I would like to try my hand at re-texturing a modded model to see what I can get out of it in Substance Painter.

I did make a few textures back in the days for other modders, but they always gave me the model already done, though I had to unwrap some of those, and I wouldn't know how to extract a model from a downloaded mod.
Would any of you know how it's done, or maybe have some link to a tutorial or such? :)

I need to extract the 3d model (with all related maps) in order to import it in Substance Painter, to be precise.

Haven't done this in a while but iirc I can bake most maps myself as long as I can find both the high-poly and low-poly (which I am not sure are in the published mod?).

full quarry
#

you cant

#

you would need the original model if you want to retexture with substancepainter

#

extracted models cant be used for this

#

retexturing is done in paint/gimp/photoshop by drawing over the texture

thick dagger
#

I guessed as much :/

#

Thank you!

#

I'll try contacting the original modder then, it's probably better, since the whole point was to try and make a better quality texture out of the model.

#

Thanks again!

full quarry
#

Id guess what you have been done before should be called texturing

#

since you been using the original models.

#

retexturing means the different thing I described

thick dagger
#

I didn't know that, I only assumed it meant to re-make a texture for an already fibished model. But your way makes more sense, of course.

thick dagger
#

As a rule of thumb, what would be the resolution for a weapin texture, in your experience?

strong stone
#

Depends on the weapon size and how much detail your trying to cram onto the texture sheet. I usually use a 2048x2048 sheet for rifle sized weapons in Arma, but you can get away with less.

thick dagger
#

Nice, that's the res I'm most used to. I was concerned it might cause performance issues, as most models I've seen in-fame seem to have lower res textures (I might be weong though).

frozen blade
#

tex resolution is driven by ingame tezxture settings

#

arma supports (poorly) up to 4k

scarlet fiber
#

anyone know why this error is being thrown by @tender fjord 's pbo project? the file is definetly there i've checked

Warning: 2mercs_logistics\data\guard.rvmat circa Line 89: a3\data_f\env_land_co.paa
rapWarning: **********missing file(s)***************```
severe rune
#

the file is definetly there i've checked
So P:\a3\data_f\env_land_co.paa is there? just making sure?
Seen people state "i've checked" quite often and then have it turn out that actually the file is indeed not there

scarlet fiber
#

I checked and it looks like in my p drive, its data, instead of data_f i assume thats wrong? also when in game the building appears seethrough?

severe rune
#

yes thats wrong

full quarry
#

your p drive setup up does not seem to be correct

#

I would recommend checking out PMC wiki for tools and P drive setup with Mikeros tools

scarlet fiber
#

I have my p drive setup, how do i set it up with mikero's tools?

frozen blade
scarlet fiber
#

thanks!

tender fjord
#

it's the subscriber version of pboProject and the dll. moment...

#

certainly.

#

(and thank u for your comments in other channel)

#

as for HOW you buy it, i would imagine it's on the bytex home page.

#

(I have no involvement in marketing my tools)

silent mortar
#

is arma dx normals or opengl?

full quarry
#

DX

silent mortar
#

thanks

dense peak
#

Hello I'm looking for help, I can imagine that someone already ask for this but I searched around internet and didn't found my anwser so I'm here ^^ my question is : I created my own skin for a vehicle, I used the this setObjectTexture [0,"name.jpg"], then put my skin in game and it worked ! Now I wanna know how can I do to put it in an addon, I want to have the original skin of arma 3 and also my skin so I can put the vehicle with or without the skin in any mission (cause actually the command is only working for a single mission, logical) so I would like to do without the command, I want to do like a real addon in its own right so then I can publish it on steam and my friends can use it, if someone can help me or give me a link to a tutorial it would be very nice 🙂 thanks in advance for any help

full quarry
#

BI forums editing section should have re-texturing topics that should get you started

dense peak
#

Np I'm still searching actually, I posted a message here to get help faster ^^

#

Ok I found, I will come back if I have problems thx ^^

frozen blade
#

pinned message

#

2 second google search

mystic pawn
#

hello guys, i'm trying to make some custom textures for an orbat in a mission but for some reasons, arma "cannot load" my texture. I've try using both texview2 with a TGA and ImagetoPAA but nothing seems to work : what am I doing wrong ?

full quarry
#

where are you storing the files?

mystic pawn
#

directly inside the mission folder

#

with the mission.sqm

severe rune
#

how did you reference the texture path

#

have you checked your log file? does it maybe also say file not found?

#

can you open the paa in TexView, aka is it working?

mystic pawn
#

have you checked your log file? does it maybe also say file not found?
i dont know how to do this ! you mean that the game creates a rpt like file when i play a scenario from eden ?

severe rune
#

Maybe it needs full path, which would be annoying

#

you mean that the game creates a rpt like file when i play a scenario from eden ?
The game creates a RPT when you just start the game, where you try your scenario doesn't change that

mystic pawn
#

oh that's nice, but those rpt aren't store with my profile files like they are on the server ? i never saw them !

#

can you open the paa in TexView, aka is it working?
just checked that : it works

pale bough
#

what's the resolution of the image?

mystic pawn
#

256*256

pale bough
#

that shouldn't be a problem then

severe rune
#

I'll put my hand on a filepath issue, I think you can fix that with preproc?

#

maybe with a trusty __EVAL and getMissionPath

mystic pawn
#

aaaannnnd i'm lost

severe rune
#

texture = __EVAL(getMissionPath "texture.paa")

#

maybe

#

the preproc fix variant I dunno now

mystic pawn
#

i found the wiki page for getMissionPath but what is __EVAL

#

works

#

thanks @severe rune

#

but why does it takes the whole path from my C: drive to the paa to work ?

coarse tapir
#

Hello, why does my vest texture appear blueish tinted ingame? edit, I fixed it, it was wrong size at first, resized to 2048 helped 🙂

frozen blade
#

size or suffix

broken sun
#

How do I apply new textures to Apex and Contact content?
I've seen a reddit thread discussion where someone states: " ...they are all encrypted and will be... But you can still use CfgPatches and hidden selections to re texture stuff if you know what you're doing..."

full quarry
#

the latter part is true. you can write a config patch addon that creates new classes from the existing ones and you can set those classes to use your new textures with the hiddenselection feature.

#

BIforum has more info

broken sun
#

Then in theory I would only need the existing class names, right? There’s probably a list of them somewhere for apex and contact

full quarry
#

You could use the "all in one config dump" file

#

or in game config viewer

broken sun
#

Okay so I used the dump but if I have no way to access the ..._co.paa file... then how do I apply a texture to it if I don’t know what the texture map looks like?

full quarry
#

I would say preferably you would set up the modding tools and development environment as that gets you access to all the available textures.

#

PMCwiki has simple and proven to work steps for that

broken sun
#

Well that’s why they added the samples, right? I know for some contact things that’s the case. But witnessing some things on the workshop that have somehow textures things not in the sample files is confusing to me

#

But thank you

#

I will check those out and keep things appropriately done

full quarry
#

not all textures are released in the sample templates

#

some you have to create yourself

hollow oracle
#

Any reliable way to convert a normal map to an AO without baking?

#

I'm stuck with albedo, rough, metalic and normal for the time being and was hoping I could create my AS out of the normal rather than wait for the artist to get back to me

#

Could subdivide and do my own bake but that gives me vietnam-style flashbacks

full quarry
#

I've managed to get passable results with AwesomeBump

#

depending on the quality of the normalmap

hollow oracle
#

Awesome, thanks

full quarry
#

the UI in it is a bit odd xD

#

but it makes pretty good results

severe rune
#

@mystic pawn the mission path is different depending on where the mission was started from. Thats why you need a dynamic getMissionPath to get the path that its currently at

mystic pawn
#

oh ok

#

i think i get what you meant back there

#

i need to create a variable where i get && store the current mission path

#

then i use this variable

#

is that it ?

severe rune
#

no

mystic pawn
#

😢

dense peak
#

Hello where can I find code type for all vehicles in arma 3 please ? I mean the code to put in config folder, thank in advance for any help

versed nacelle
#

If you're working with configs and textures, you should have a P drive which includes the A3 directory, containing all Arma 3 assets.
Since you already know which vehicle you want, you simply find out in which config file the original class is, move up to find CfgPatches and use the classname inside that in you're requireaddons 🙂

dense peak
#

ok thx I'm looking for this ^^

#

But I wanted to look into my P drive as you said but between yesterday and now he disapeared ? Did i made something wrong ?

#

anyway I'm mounting the project drive again I will see if it happen again

#

nvm i found what was wrong

vapid trail
#

hey guys, am in need of some help creating a uv-map. anyone able to help?

full quarry
#

Most modeling programs can do that and have tutorials for it. What kind of issue do you have?

vapid trail
#

am able to create textures in gimp and been asked to do some for a model. but the model has no .psd of the uv map

full quarry
#

Blender for example can export the uv layout. Fastest way would probably be to talk to the modeler who made it to get it.

vapid trail
#

ok, thanks for your help

glad matrix
#

Howdy all was hoping someone would be able to help me setup a basic config.cpp all the ones I have attempted have not really worked. I have 0 coding experience and honestly kind of require a hand holding, I have looked at online textures templates etc. but most miss or simply don't explain little details that can make or break the code and I have had no luck troubleshooting them myself or working past them

old zenith
#

The texture of what exactly?

#

Vehicles, clothes...

#

Or static objects

#

@glad matrix

ornate kettle
#

anyone know if it's possible to use pal2pace to batch convert from .paa to .png?

full quarry
#

yes it is. Just needs a suitable .bat file you drop the files on

ornate kettle
#

that's my main issue then, found it hard to understand the info about it

glad matrix
#

Uniforms vest and helmet

#

@old zenith

frozen blade
#

you have these in A3 samples @glad matrix

zinc pilot
#

Have you guys every experience the problem where you can't open a PNG via TexView?

#

It's one specific PNG I can't open

frozen blade
#

it's most likely 16bit/channel

#

instead of 8bit/chnl

zinc pilot
#

Ah alright, I'll check if that was the issue

glad matrix
#

I need someone to help explains things within the code

coarse tapir
#

is blenders normal map baking broken in 2.8? I cant get it to render me a clean normal no matter how I tinker with stuff

full quarry
#

Has worked for me just fine

#

what kind of issues are you seeing

ornate kettle
#

@full quarry I manage to get the bat file to convert a single file but it's just telling me it's unable do convert any time I "generalize" it, so like *.paa/png sorta thing, any idea?

full quarry
#

I found a bat like that just not long ago on BI forums I think. just cant find in anymore so I must have accidentally deleted it

untold summit
#

Would anyone be able to advise / help with a problem I have with paa images.
When I go to convert any jpg or png to paa, the paa files come out huge.

A jpg image of 78kb comes out at 256kb, no matter what size the png or jpg are, I cannot get Tex view to output any image smaller than 256kb.

ornate kettle
#

is the image itself the same size still?

severe rune
#

paa uses different compression and has mipmaps

#

so yes, the paa is bigger

ornate kettle
#

surely it would decrease when binarized I'd imagine

severe rune
#

"binarized"

#

paa's are just as "binarized" as jpgs

#

they are both binary files

ornate kettle
#

well, packed, does binarizing the textures selecting the option in addon builder decrease the size of the paa when packed?

severe rune
#

no

ornate kettle
#

rip

severe rune
#

paa's are not "packed"

#

they are converted into a more efficient format

#

more efficient for the engine to read/process/render

ornate kettle
#

ahh

untold summit
#

Its odd that a packed paa thats 23kb when loaded into tex viewer it says the file is 32kb on one setting and 256kb on the other.
Is there any trick that you could advise to get a lower file size?

severe rune
#

no its not odd, thats mip mapping

#

you could remove the mipmaps that you don't need, but that would counter the optimization that you are doing by converting to paa in the first place

#

did you correctly suffix your filename before converting it?

#

aka image_co.jpg -> image_co.paa

#

the suffix decides what compression is used

untold summit
#

I will give that a try.

#

Dedmen I will send you a dm of the image I see, that has me very confused, if that is ok.

severe rune
#

I'll go to bed right now

#

so seeya tomorrow (in ~10 hours)

untold summit
#

All my images come out at either 64kb, 128kb, 512kb or 1mb. When they are converted from any size PNG or JPG files, I never get any other PAA file size.

full quarry
#

does it matter?

night prairie
#

Only from certain angles ^

full quarry
#

Maybe noZwrite

#

Big objects can have problems like that I suppose.

#

Does it have view geometry lod?

#

Or geometry lod?

night prairie
#

It doesn’t have a view as to purposely have AI shoot at people inside it. It foes have a Geo LOD

full quarry
#

if theres no view geometry lod at all it will default to the normal geometry lod

#

likely its size and rvmat thing

night prairie
#

Gotcha, I will keep fiddling with the rvmat

full quarry
#

or stuff like this

#

on different sides one or the other of the big models you are looking at are first in the draw line

#

You could perhaps try different shader like glass

night prairie
#

That was my next line of playing was different shaders and I will give it a go. Thanks

minor perch
#

Hello, does someone knows of a good weathering tutorial for uniform texture (with Gimp ideally, but other with PS will do as well) thanks in advance. Tx and rgds. GFT

zenith pine
#

Can someone help me find the texture files for U_BG_Guerrilla_6_1 (The green FIA uniform used by the default AT rifleman called "Guerrilla Apparel" in the arsenal) and U_I_G_Story_Protagonist_F (The guerilla uniform used by kerry in the adapt campaign called "Worn Combat Fatigues (Kerry)") Because I can't find them in any of the character files

lethal condor
#

I've tried to use “sick” faces, and I found this weird problem:

  1. Apply an sick face e.g. AsianHead_A3_01_sick and damage the unit
  2. The sick gross bumps don't appear on his face.
  3. Load a rvmat e.g. a3\characters_f_oldman\heads\data\m_asian_02_sick.rvmat that used in a different sick face texture using setObjectMaterial
  4. Apply an sick face (AsianHead_A3_02_sick in this case)
  5. Bumps appear

Bumps (this means nohqs) don't appear on their faces if you use setFace first, if loaded via setObjectMaterial first, bumps appear on their faces.
Maybe it's an offtopic, but I don't know where should I discuss about this. Also I'm not sure I did describe this problem properly. What could cause this problem? How do I fix them?

granite leaf
#

Hello all, quick question.

I have made some custom uniforms and coded them into the weapons, vehicles and patches cfg the best I can. They are showing in game but the models are black. No textures are actually showing.

Ive checked everything is correct but I can't seem to find out why it isn't working. The PAA's were converted by the arma 3 tools and they open find when using TexView 2.

I am really at a loss here.

Thanks all!

full quarry
#

sounds a lot like broken rvmat

#

or perhaps bad pathing

#

do you have P drive properly set up?

#

and do you pack your addon with PboProject

spark shore
#

hey question
if a model in object builder has its texture paths marked as .tga
and the path is correct but its a .paa instead
does it accept it anyway?

#

not sure wheter to post this in textures or models

frozen blade
#

yes

#

i always use tgas

spark shore
#

so even if the file format is different it won't cause errors during the packing?

#

trying to be sure because I really am not in the mood to rename a few hundreds paths

frozen blade
#

buldozer set to aconvert files

#

i have both rvmats and co/ca textures set as tgas

#

so i can actually preview smth in ob directly via dx viewport

spark shore
#

I'm not practical with bulldozer
does it mean it does it automatically convert during packing? or do I need to use bullzdozer to convert it?

frozen blade
#

i perisnally use buldozer to convert it

#

but it ai t necessary

#

it should pack just fine

#

if all tgas are already paas

#

despite the path being .tga

spark shore
#

oh thank god

#

thanks and sorry for the repetition
wanted to be sure

shell prawn
#

Hey guys! I’m looking to employ someone who would be willing to texture a few things for me.

sly shore
#

I'm pretty new to texture creation; If I get weird green compression artifacts with dxt compression in texview (tga/jpg/png input) any ideas on what to try ?

#

The file is fine in argb8888 without alpha

#

I don't mind the compression, the weird green tone is the issue

full quarry
#

What texture type suffix are you using? The suffix defines what conversion rules are used?

sly shore
#

Thanks! Using _co fixed it, should have read the docs for texview better, was using none of the mentioned typed, the file got randomly renamed at some point

#

Oh, no the preview in texview was just not switching after saving, the issue is still present

full quarry
#

Is the suffix in the original file?

#

Also DX compression is like that, it reduces colors of texture.

sly shore
#

Could I fix that by reducing colors in the first place ?

#

Like using Gif Compression or similar

#

And yes, its named "tex_co.png"

#

Hm, texview doesn't seem to like opening files with indexed color spaces (256 in this case)

#

Even after compressing to 256 colors (with artifacts) and back to sRGB the issue persists :/

full quarry
#

Why are you using indexed palette?

sly shore
#

I reduced the colors with photoshop and switched back to 8Bit rgb after that

full quarry
#

If you want to understand the artifacts more checkout how DX1 compression works!

pale bough
#

are you using texview to convert files?

#

use imageToPaa instead

#

also, you will always have some artifacts with DXT compression unfortunately

sly shore
#

Same result with imageToPaa

#

Sure, it's a lossy compression after all, I just want that green gone 😄

#

Even if I brighten up the image way too far beyond looking similar I get these green artifacts

silver gull
#

does it actually make a difference ingame, or is this just ... perfectionism for OCD reasons ?

sly shore
#

It looks horrible, I wouldn't worry about it otherwise 😄

silver gull
#

tried dxt5 ?

sly shore
#

Yeah, same result

#

Looks better but the green is just as present

full quarry
#

Does your texture have green in it?

pale bough
#

what if instead of pure black, you tint it slightly blue?

#

just a tiny bit

full quarry
#

true, pure black can be problematic

#

you could use these colors for example do it the same its here

#

as you cant have that much gradient with DXT1

sly shore
#

Seems Like I'll just have to redo it with less gradient yeah

#

Does your texture have green in it?
@full quarry No it does not at all

full quarry
#

then it just interpolates between the black and grey poorly.

#

you could use less absolute value

sly shore
#

How does one do that ?

full quarry
#

lighten the darker ones

#

even it out more

#

thats a shaded area yes?

sly shore
#

yes

full quarry
#

and you have a normalmap and ambientShadow map for it?

#

as those will shade the crevises

sly shore
#

yeah I do

#

I'll try around with it thanks, Its probably just an extreme edge case with the compression algorithm

tall siren
#

so i want to retexture the helmets from Hawiians, Siege-A, and DireOne, but there is no _co file when i use PBO manager

#

all i wish to do is take the american flag off

severe rune
#

Do you have permission for a retexture?

tall siren
#

i do

severe rune
#

Or rather.. to take and edit their textures?
Why not ask them for the file that you need then?

tall siren
#

they said the helmets are from DaveGary, and i cant find him

#

they gave permission from the uniforms

#

for*

jolly peak
#

is there any way to add an AO map to an rvmat?

#

without blending it into the CO map?

rare dove
#

@jolly peak the AS stage probably, I think it's stage 4 in super shader

full quarry
#

👆

jolly peak
#

when i drag my AI into my boat, it only fills my passengers and not my gunners? Any theory as to why?

dusky sundial
#

Hey peeps.
Looking to do a cheap reskin of a uniform via a command line in the units init.
Basically putting the low meg skin into the mission file instead of a mod for example.

Where could I potentially locate the vanilla uniform textures in the game files for me to open and edit?

lethal condor
#

The easiest way to get the texture path is getObjectTextures IMO. Then you know how to open it

dusky sundial
#

I can just run getObjectTextures while wearing the uniform?

lethal condor
#

Yes

dusky sundial
#

Just run that in debug correct? In-game, just that getObjectTextures

lethal condor
#

No

dusky sundial
#

Hm

lethal condor
#
getObjectTextures player```Or such. More info in BIKI
https://community.bistudio.com/wiki/getObjectTextures
dusky sundial
#

💋

#

Got it a3\characters_f\opfor\data\officer_hex_co.paa

#

Thanks bro

ember shale
#

Hey, has anyone here retextured the t-14 tank from RHS?

frozen blade
#

why?

ember shale
#

I am looking for a texture to reference.

#

or maybe even borrow.

#

plus it looks easier than the MBT_03 from aaf

dark trail
#

Hey does anything know how to make your own helmet in arma 3 and if they can teach me how

#

I want to try and put a logo on a HGU helmet in arma 3 if anyone can help me out

versed nacelle
#

If you just want to retexture an existing helmet than you'll find a lot of information on the internet (mostly on BI Forums) on how to do that.
For making your own models you should start with 3D modelling and texturing, and import those into Arma.

jolly peak
#

anyone know how to properly set up aim down sights on a turret?

dark trail
#

Its a modded helmet @versed nacelle

versed nacelle
#

doesn't matter; retexture is retexture

dark trail
#

How can i find the PBO file of that helmet since its not in the BI

versed nacelle
#

You can check for the classname of the helmet in the config viewer, which usually also indicates where the config is placed. Or ask the mod developer

full quarry
#

Also assuming the helmet is even made for texture change. It would need to have hiddenselections degined in its config.

#

You can find its config with the in game config viewer too.

dark trail
#

I'm not the best at using photoshop but can anybody help me with the project I'm working on

#

If anybody's is willing to help me I'll probably pay

half garnet
#

I am having issues with some transparent texture. The part that is supposed to be transparent is black. What is happening?

#

I am opening a PNG in TexView, saving as RGBA/DXT5

#

Exporting to PAA in Image to PAA

#

And the background is black

#

Not transparent

severe rune
#

what is your texture filename suffix?

half garnet
#

ca

severe rune
#

and it had that before you converted it from whatever->paa?

half garnet
#

Ye

severe rune
#

where are you using it? on a model?. Did the model have a transparent texture on it at the time it got binarized?

half garnet
#

I was using it on a blank sign

#

Trying to get a spray paint effect as a custom texture

severe rune
#

Vanilla sign?
Models store on their faces if the face can be transparent

#

if the model itself thinks it cannot be transparent, an transparent texture also won't work that well

half garnet
#

Got it

#

Yeah, it just needed to be on a transparent user texture

#

:/

#

Thanks Ded

deft lantern
#

Hey chaps,

Odd situation; I've been working with a template on a new texture, and having sorted out the NOHQ, SMDI and TI layers (all correctly defined in the .rvmat), this is the result I've gotten; https://i.imgur.com/3rAfQTj.png

Obviously, I'm missing the shadows and so forth like the trousers underneath, and I'm pondering where I need to take it from here to get that sorted. Any thoughts?

silver gull
#

_as map (ambient shadow) in the rvmat must be defined. Additionally, you can use this map to multiply it ontop of the _co texture to give more "depth"

deft lantern
#

Hm. I'll have to look up how to define that in the .rvmat then, as the base one for the vanilla uniform didn't define it.

deft lantern
#

Alright, so officer_spc for INDEP doesn't have an _as at all. I'll have to try baking the shadows on to the _co in that case.

ember shale
#

https://imgur.com/oQlsO44 this texture job is for a faction I am trying to make and bring in. How does this look and where do I find the texture for the gun?

#

nvm I found the gun turret

flat estuary
#

Hi guys
im trying to port an arma 2 face to arma 3

trough the custom faces feature

i sawed in tex viewer 2 , the res is 1024 x 1024 wich is on arma 3 standards and the weight is exactly 512 kb
problem is when i try to go to custom faces , it shows the default face but in a more darky theme

any tips for porting an arma 2 face texture ?

im trying to convert a PAA file into a jpeg , and i think the problem is happening there

frozen blade
#

as far i know the UV layout is different for A3 and A2 faces

full quarry
#

Custom profile faces don't work anymore in A3

limber basalt
#

they dont?

#

they did for some time

full quarry
#

As far as I can tell they dont seem to work

#

or people are using the system wrong

#

¯_(ツ)_/¯

deft lantern
#

Correct me if I'm wrong, but to a .rvmat to apply to a uniform, it has to be the following, yes?

        {
            "ETC_Units\data\uniforms\ETC_Uniform.rvmat",
        };```
#

Oof, that threw the block out of kilter.

full quarry
#

hiddenselection materials dont work very well

#

you do have an extra, at the end if the array is just that one material

deft lantern
#

I think my brain just died, because that went waaaaaaaaaaaaaay over my head.

full quarry
#

extra ,

#

as your list stops there

deft lantern
#

Hm. Removing that didn't actually have any effect.

frozen blade
#

?? is it stopping when packing

#

or what is the effect you are looking after

deft lantern
#

Negative. Packing is fine.

#

I'm trying to sort out the shadows for the texture I posted above (https://i.imgur.com/3rAfQTj.png), and adding an _as layer was suggested; the vanilla .rvmat didn't have an _as layer. As far as I can see, the only other alternative is painting the shadows on to the texture directly.

frozen blade
#

as stands for ambient shadow(s)

#

it isn’t ambient occlusion, so it works completely different. you will be able to see the effect of it only when the mesh is in the shadow

#

of the sun light

#

also a3 works with diffuse textures, not albédos

#

so some of the information PBR workflow/shading otherwise allows to be layered during render time

#

needs to be baked into the color texture

#

usually that means AO overlay and eventually some curvature texture

#

also a properly baked normals map for folds (macro/micro/ fibers) goes a long way

frozen blade
#

@deft lantern ^^

deft lantern
#

@frozen blade I think I (vaguely) understand, but that's still going over my head.

torn onyx
#

anyone here willing to do some retexture work? or possibly teach?

#

trying to retexture and make some custom pilot helms for my mil-sim group but all the videos and guide ive gone through are kind of all over the place

#

I'd be willing to pay if someone taught me or did it as well

dreamy girder
#

First two links under Retexturing should help

#

The model you want to retexture needs hiddenselections set up, is it a normal BIS helmet?

jade juniper
frozen blade
#

compression issue most likely

jade juniper
#

how can i settle it ?

silver nacelle
#

Wondering if someone can help me. I'm trying to make a transparent texture (Blue glass) but all the Rvmats I've tried make to so any part of the texture above the horizon (from the camera perspective) is entirely invisible. Anyone got any suggestions?

jade juniper
#

I use a blue texture with a low opacity but no rvmats

silver nacelle
#

Hmm, I could try that, thanks.

frail crag
#

Ok i'm at wits end here. I'm trying to re-texture the stock M900, I feel like this should be stupid easy ' class C_Heli_Light_01_civil_F; class OP68_Loach : C_Heli_Light_01_civil_F { scope = 2; scopeCurator = 2; side = 1; displayName = "OH-6 Loach (OP68)"; faction = OP68_Faction_USA; vehicleClass = "OP68_air"; crew = "rhsgref_hidf_helipilot"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\op68_us_stuff\data\MD500_green.paa"}; animationList[] = {"AddDoors",1,"AddBackseats",1,"AddTread_Short",0,"AddTread",0}; };

#

But the texture won't take. It keeps the randomization from the stock helicopter and I can't figure out why.

#

Can anyone help?

grand warren
#

wrong texture path most likely
try
{"op68_us_stuff\data\MD500_green.paa"};
without the back slash

frail crag
#

I added ` class EventHandlers: EventHandlers
{
init = this setVariable ["BIS_enableRandomization", false];
respawn = this setVariable ["BIS_enableRandomization", false];

    };` and that fixed the texture but my attempt to remove the skids with the animationlist command isn't working
full quarry
#

Are you trying to replace the vanilla config or add a new class?

#

Ah new one. Pls use code block and syntax highlight when posting configs

plush fractal
#

Gentlemen I'm in dire need of WhiteHead_16 texture

#

I've found a list but it only goes to 15

#

send help

#

it's called "Kelly" in the virtual arsenal

full quarry
#

all the textures should be in the A3 data

lethal condor
#

Your go-to is Config Viewer, you can find the path there

grand warren
plush fractal
#

aight thanks pals

frail crag
#

Is there a way to change the reflective qualities of the stock arma M900? (MD500) I want to reduce the reflection of the metal.

#

Make the paint more flat

spark shore
#

anyone knows a guide on how to use substance painter specifically for arma modding?

full quarry
#

Their is no definite guide for that.

spark shore
#

shame
I have no idea what to do honestly
been told to use non-pbr mode but when I do all metals turn pitch black

grand warren
#

there is an arma shader around for SP

spark shore
#

what would that do?

grand warren
#

what would that do?
i don't know enough to answer that. i just read the chats 😄

spark shore
#

wouldn't even know how to add that lol

grand warren
#

i think (guessing) it translates PBR to arma

spark shore
#

oh that'd be cool

full quarry
#

It makes use of Arma compatible shader/material setup

#

Inside SP

spark shore
#

guess I'll have to put them inside the shader folder wherever it is

full quarry
#

Google probably knows how that is done.

spark shore
#

yeah just checked

#

didn't even seem to work

frozen blade
#

@grand warren nope, you can’t translate PBR to arma

#

you non-PBR spec gloss shader @spark shore

#

that is the closest you will get

grand warren
#

TIL, thx

spark shore
#

does that mean that the standard non-pbr materials just won't work?

#

I was hoping to find a SP guide without anything non arma relevant

frozen blade
#

that is like trying to find a guide for modelling in insert software that is arma specific

#

that means specific metalness smart materials won’t work

#

but that’s about it

#

any tut for painter can be applied to arma basically

#

especially if you use it like a painter software more than relying on smart materials

sterile wigeon
#

regarding that shader, if you download the release, it will use the Base Color as color and not the Diffuse, to be honest I tried fiddling with everything inside that shader but can't get it to show the texture even close to how arma sees it. I am currently working with standard metal/rough and let substance painter convert it in the export window. I then do a little post processing in a graphic program.
I can post the workflow and so if wanted (I am not an expert in any way and it could be that I am doing something horribly wrong).

full quarry
#

yeah metal rough just does not properly translate into spec/gloss

frozen blade
#

sp actually does a decent job, you can even do it manually

#

overall i find spec/gloss (even pbr) to be allow more creativity

silver gull
#

spec gloss is a bit more difficult to work with in legacy however. because diffuse is black where metal is. So its a good idea to retain a mask where metal actually is

spark shore
#

I still to understand correctly the difference between material, mask and texture
I think the first is about how the model is around light, like shiny or rubbery
the second should be the pattern(?) like bumps and stuff like that
and the 3rd would be the actual colors?

sterile wigeon
#

Substance has sone autoconvert channels in the export window, that work quite well except for metal. For metal I export the map called 2d or so and in gimp I us lighten at 30% and over it

Using metal rough can give you more acces to ready and free materials if you aren‘t that good with substance designer yet.

If you want to do the work there is also a default node in designer that converts you any material from metal/rough to spec gloss

silent onyx
#

have anyone encounted a instance where the Rvmat just skips over the gloss and spec and puts it to one, i have this one pack i am doing i put it neatly into mymod/modname/rifles/data <- where my rvmat is located get ingame and one of the rifles Gloss and spec goes overboard and just makes the model extremly light/glossy but Normal map works like a charm

frozen blade
#

define puts it to one

frozen blade
#

pastebin rvmat

#

and smdi texture to imgur

silent onyx
frozen blade
#

seems fine, might wanna adjust a bit the channels in your smdi

#

drop a level on each channel individually

#

indeed for some level arma goes tits up

#

reading these from textures

silent onyx
#

yea thats what i found extremly odd i move it from an old mod folder where it works great but after i moved it to cf_vietnam it went tits up

frozen blade
#

how does that look in OB?

silent onyx
#

Model looks all fine in OB, linked corrently with the model with no errors

#

this is how looked like in the old mod folder before i moved it into cf_Vietnam for my community

full quarry
#

what all did you move and from where?

#

and what are you packing the pbo with?

silent onyx
#

packing with pboProject and i moved it from my old mod folder cf_weaponpack towards cf_vietnam and i moved it all, changed pathing in rvmats and in OB

full quarry
#

in configs as well I assume?

#

or it does not have hiddenselectiontextures/materials

silent onyx
#

it dosnt have any hiddenslectionstextures/materials

distant rose
#

move your old mod folder out of P, clear your p:\temp folder and try packing it.

#

if there's anything amiss then with your moving it, it will show up.

silent onyx
#

I removed temp folder awhile ago didnt move The old mod folder will try that

distant rose
#

remember and clear your temp again 🙂

silent onyx
#

Will do 🐷 💦

silent onyx
#

nop that didn't work :S

minor perch
#

Hello, I did a little research, and I am looking for a sample of the AAF camo pattern for Vehicles (for a retex). Does one exist and is available or I would have to redo from scratch (I have the one for soldiers from the BI samples)? Thank you very much in advance

acoustic dove
minor perch
#

@acoustic dove Thanks a lot - I thought this was infantry but maybe this is the same fro vehicles, with different scaling - will try !

acoustic dove
#

ye it should be same its just the pattern scaling

pale bough
#

the vehicle pattern is not the same at all, pattern is different and colours are way different

#

IIRC it should tile perfectly fine

minor perch
#

Thanks @pale bough !

pale bough
#

No problem

shadow sky
#

Asking for a friend, would it be possible to replace all of the billboards on Altis with "Xi Jinpooh"?

dense peak
#

how can i add a transpraceny to a rvmat?

full quarry
#

you dont, you need transparent texture

wooden oyster
#

if i don't use custom Config and use addon builder from armatools will the texture mod work?

lethal condor
#

If you don't make/use a config, this isn't a MOD/addon

wooden oyster
#

okkie

brisk trellis
#

@wooden oyster a config is needed to tell the game what this thing is and how it should handle it.

wooden oyster
#

@wooden oyster a config is needed to tell the game what this thing is and how it should handle it.
@brisk trellis i made the config but i m having problems with rvmat

brisk trellis
#

How does it look ingame?

last delta
#

Hello everyone! Just getting a strange error with my new uniforms. Uniforms works good in local, but when I'm logged in inside a dedicated server, if I'm wearing those uniforms there is a chance that the new user see me without the texture. Here are some pics:
https://gyazo.com/48eafb8c48807260da528791c3b8ca43
https://gyazo.com/14df592a596389a3d45104952e7e5cd9 (Insignia and camo2 swapped due to this bug)
https://gyazo.com/b02cfb2e43e2cecabae9253f3942c439
The quick solution is to drop the uniform and put it on again. The texture mix is done, but I really want to fix that texture bug. I will drop the hiddenSelections and HiddenTextures below

hiddenSelections[]= { "Camo", "Camo2", "Insignia" }; hiddenSelectionsTextures[]= { "VSM_AOR1\Data\VSM_ARD_AOR1_1.paa", "\VSM_AOR1\Data\basicbody_mcoe_co.paa" };
(This one is from the shirt uniform)
hiddenSelections[]= { "Camo1", "camo2", "Insignia" }; hiddenSelectionsTextures[]= { "VSM_AOR1\Data\VSM_AOR1_BDU.paa", "VSM_AOR1\Data\VSM_AOR1_1.paa" };

Code that creates the battle-dress uniform

Camo1 and Camo2 are used to pick the shirt and pants respectively in two different textures.

Anyone have encountered this bug before? Any fix known?

I suspect that when the user is loading the textures of other users already in the server, insignia loads before camo2 and camo2 gets stuck, because this bug is always with Camo2. Camo1 in both uniforms loads just fine.

frozen blade
#

you have a typo in
"\VSM_AOR1\Data\basicbody_mcoe_co.paa"

#

also, weird

last delta
#

What typo? I dont see it!

grand warren
#

\

#

At the beginning

last delta
#

Fixed it. That makes a difference between absolut and relative paths, but I'm afraid that's not the cause of the bug 😦

sudden forge
#

Do yall have any good tips on ground textures? Mine always look like that meme "Yall got any more of them pixels?"

#

Or are there any links to making good heightmaps? I use xnormal for the... normals. lol

silver gull
frozen blade
#

normals/paralax/displacement maps are all program textures

#

which means they better get generated of something, not really forcefully extracted from some 2d raster file

dense peak
#

can someone help me with this problem?

severe rune
#

wrong resolution

#

not power of 2

dense peak
#

dosent help to change the resoloution+

severe rune
#

yes it does

#

if you do it right

#

both axis need to be power of 2

dense peak
#

i dont now what you mean

lethal condor
#

Yes

dense peak
#

😦

severe rune
#

now you put a non-rectangular image into a rectangular resolution?

#

I think 1024x512 would fit better

frozen blade
#

lol

severe rune
#

you convert to paa yes?
In your first screenshot, the filename is missing the suffix

#

I guess you want _ca or _co

dense peak
severe rune
#

that looks like then same colors as ingame

dense peak
#

I think i am to stupid

#

i dont get it

severe rune
#

don't know what that photoshop screenshot is supposed to tell me

dense peak
#

i dont now what i should do

severe rune
#

change the resolution to 1024x512

#

name it whatever_co.png

#

then convert to whatever_co.paa

dense peak
#

ah ok

#

thanks it works

#

❤️

west aspen
#

What is the max insignia size???

lethal condor
#

4096x

west aspen
#

k

silver gull
#

😄 thats like with skyrim "high rezzz 4k" mod for eyes...

dense peak
#

https://i.imgur.com/MstlRMv.jpg
https://i.imgur.com/0WDpn4n.png

Need help with this. Not sure why it's coming out black. Here is my CfgMarkers class:

class CfgMarkers 
{
    class MissionCompletionDuck
    {
        name = "MissionCompletionDuck";
        icon = "\kfb_assets\textures\dms\duck.paa";
        color[] = {1, 1, 1, 1};
        size = 32;
        shadow = false;
        scope = 0;
    };
};
versed nacelle
#

color is an RGB value, from 0 till 255.
So a value of {1,1,1,1} is almost black (compared to {255,255,255,1} which is white)

dense peak
#

Will try, thanks!

versed nacelle
dense peak
#

Is my sizing wrong? It should be DXT5 right?

versed nacelle
#

Not sure, I always use the default settings and seems to work 99.9% of the time...
Although I'm also not sure if colored markers work (never tried it), since people can set the color manually

dense peak
#

I tried setting marker shape to icon, still black.

full quarry
#

it should be greyscale to pick up color from the color parameter

#

an pretty bright white

#

compare to vanilla markers

#

also you are lacking the _CA suffix

lethal condor
#

Does anybody have good tips to retexture black texture to some colorized thing? I'm trying to retexture M320 and give it sand/olive and some scheme (just an experimental work), but since the original is black and dark, just lighten it will make it noisy (middle).

silver gull
#

if the base layer is not further modifiyable, then start from scratch...

full quarry
#

I dont really see it as much any noisier than the rest

silver gull
#

"but if i place my eyeball on that screw i can see the pixels"

#

sure you could try and extract a mask or difference map in greyscale - "black" (or whatever grey value the base color is) is transparent and anything different is a color and then layer that on top of another color. Dont expect anything magic however

lethal condor
#

Hmm sounds no luck for me then 🙃

full quarry
#

do you have an example what you would like it to look like?

pale bough
#

what if you use the NOHQ and SMDI maps to remake it instead of just recolouring the CO?

full quarry
#

those dont affect the color

lethal condor
#

That's an idea, but I don't think I can make a good patterns from smdi

pale bough
#

what, no I mean use them to apply detail to a solid colour base

full quarry
#

ah

pale bough
#

like in overlay or multiply mode

lethal condor
#

Am actually trying to do, but no joy for now

full quarry
#

My gut says its not very good approach

#

as those textures contain things that are overlaid with the color texture

#

and not peresent in it

pale bough
#

eh, it seems to work fine for things I've retextured

full quarry
#

¯_(ツ)_/¯

lethal condor
#

Some do, some don't 🙂

pale bough
#

it is a bit of a gamble whether or not they'll be useful, depending on how the original artist made them up

#

It seems to work pretty well more often than not though

lethal condor
#

Hmm sweet. However that's too much for today, I need to rest 😄

silver gull
#

how does one make a proper ADS / ADSHQ map? AS, sure just AO bake.
Do you just make all interior dark / use AO with larger radius for the "D" part of ADS?

full quarry
#

for interiors, buildings, big objects I like to use ADSHQ, it has softer gradient.

AO bake, usually dont leave interiors black if theres supposed to be lights in there and adjust green and blue channel in gimp to get results that look nice

silent mortar
#

@lethal condor in regards to that M320

#

I would take the base layer, cut out all the parts you want to remain unchanged and stay black like rubbers etc, then I would fill the other areas with a medium light shade of tan that you can easily desaturate later to put whatever color you want on it

#

then I would take the sections that the tan covers and copy the original black one, adjust curves until you see fit and then duplicate it and invert and use the blending modes to layer it back ontop of the orginal black one you just adjusted

#

then merge those two and use curves to lighten them up a bit and overlay them with blending modes probably softlight onto the tan below

#

then you can easily change the tan color with hue adjustments

lethal condor
#

I don't think I read your way correctly, but thanks, I'll give it a try on a limited knowledge and understanding

stone cedar
#

Is there a way I can find all the car textures can only find offroad, hatchback and suv

lethal condor
#

somewhere

#

If you want a generic way, check texture path via getObjectTextures or config

stone cedar
#

Thank you have a good day

mellow sage
#

Hey guys a little question, in subtance painter before i export the textures i need to bake the textures

#

?

frozen blade
#

@mellow sage see above ^^ this channel is for issues specific with A3 texture workflow, not individual software issues/tuts

mellow sage
#

Thankes man 🙂

ionic ember
#

Hey, I've been trying to find any kind of general tutorial on getting started with modding ARMA 3 - the only comprehensive tutorials that actually start from scratch I have found have all been from 2014, and even in threads started in 2019 people link to these, yet every one I've followed seems to be wildly out of date and doesn't reflect what I see with modern versions of the software they use. Would there happen to be any tutorials, either text or video, that is entirely or mostly up-to-date with how things are done now?

grand warren
#

what kind of modding?

ionic ember
#

well, anything really, I'll want to learn it all

#

I was starting with retexturing existing models

#

which I made what seems to be a pretty good texture, I checked the UV maps from the models and it lines up fine, but I cant do anything with it. I tried to take the p3d file and un-bianarize it so I could open it in object builder, which I successfully did (kind of?) but object builder is completely unable to load any textures for me, no matter what I do

#

I tried making my own MLOD P3D file by going to blender, installing the armatoolbox plugin, exporting to p3d like I've seen in multiple videos, but it just says "unable to load file. load error." when I try to open it in object builder

#

another video had me use the bianarized p3d files which I got by extracting a base-game PBO, then packing the texture into my own PBO with a config.cpp that contains texture, model, attribute and class definitions

#

and the mod loads into the arma 3 steam launcher just fine and it shows up in the loaded mods list, then when I go into the game it says "Youre running a modded version, multiplayer blah blah blah"

#

then I tried going into the arsenal and the uniform I created just didnt show up

#

@grand warren

grand warren
#
patent blaze
#

Hello there

#

I’m having a question please

#

How do I remove a reflection from vehicles ?

#

Which file is suppose to render it ?

#

Some vehicles the reflection on it very annoying and make colors looks darker

#

Any advice

#

Thank you very much

ionic ember
#

@patent blaze try reading up on how RVmats work

#

learning about the rvmat options, how to edit them, and how the AS, SMDI, and CA files work together to create various material effects

patent blaze
#

Thank you very much @ionic ember

full quarry
#

@ionic ember debinarizing p3ds is a big nono.

solemn mural
#

can i use png as uniform texture for test?

lethal condor
#

No

ionic ember
#

@full quarry then how can I use config files to define which models to retexture

pale bough
#

well if it has hiddenSelections defined then you can retexture it

ionic ember
#

yes but how - I cant get config.cpp class definitions to function and it doesnt give me any kind of error logs to tell me whats going on

pale bough
#

what does your config file look like?

ionic ember
#

it just doesnt show up - it packs into a pbo just fine, loads into the arma 3 launcher just fine, but it never appears in the arsenal list when I open the game

pale bough
#

put it up on pastebin and put the link here

ionic ember
#

ill do that when I get home

#

ty

ionic ember
#

When I got back, I was copy pasting the config, and I had an epiphany that I had put "CfgWeapons" inside "CfgVehicles"

#

via misplaced bracket

#

now it functions with the base model, not needing to de-binarize thank you

solemn mural
#

where i can download paa converter as stand alone?

lethal condor
#

What do you mean? TexView can do

ionic ember
#

hes talking about the bitools 2.5 and Arma tools on steam

#

I agree it was confusing

solemn mural
#

i dont want to download the whole arma tools

lethal condor
#

Why? Only 400 or so MB

ionic ember
#

all of the tools are pretty dang useful, I would reccomend it

solemn mural
#

i just trying one texture

ionic ember
#

besides, if you reaaaly hate it, you can downlaod the arma tools, run it once, then go to the steamapps folder and take out the texview folder and delete the rest

solemn mural
#

ohh ok

ionic ember
#

thats what I did, but I kept the arma tools, but ive mostly been using texview

full quarry
#

"I just wanna" is the worst excuse ever.

native mesa
#

Hey guys, as a new person to the editing scene, is there any way to just jump in and start?

full quarry
#

no

#

Im fairly certain you need to use graphics editors or texture creation programs instead of jumping.

#

but if you describe what you want to do then possibly we can put you on right track

native mesa
#

I want to re texture some models for private photography

#

Specifically the VSM acu model

full quarry
#

VSM stuff is no longer in circulation if I recall right

#

so cant be done

native mesa
#

Ok what if I want to retexture something else?

ionic ember
#

@native mesa I've been on the same journey and I just recently managed to piece together the ability to retexture models and how to make custom models and configuration files and stuff, I'm no expert but I managed to figure it out from scratch

native mesa
#

@ionic ember thats excellent? Any tips on how to start?

ionic ember
#

Im about to hop on my computer and ill send you links to two of the tutorials that helped me out the most, but they left out a lot of details and I had to do a LOT of research before reaching the point where I could successfully load a model into the game after watching them, but as I've done most of the beginning level research you can use me as a resource for your beginner level questions as well

#

they are both from 2014, and thats been the hardest part is that most tutorials after 2014 are more advanced stuff, and a lot if the software has changed since then

native mesa
#

Well I’m excited to try it out

green mantle
#

Which PBO (and where) is the texture for the Offroad (Covered)/Offroad (Comms)?

lethal condor
#

They're still EBO'd. You can use templates on Arma 3 Samples

green mantle
#

Okay

lethal condor
#

I mean keep it public @green mantle

green mantle
#

I mainly DMd you because of the picture

lethal condor
#

There's no point to do it. Just post URL

serene agate
#

Hi, I'm not a texture maker but I'm here with a requests, is there anyone who'd be willing to help make a few textures / reskins ?

versed nacelle
#

@serene agate use #creators_recruiting for finding people to do work for you, and make sure you add as much information as possible (type of work, amount of work, timeframe, payments, etc)

serene agate
#

ok.

solemn mural
#

this setObjectTextureGlobal [0, "coral_texture.paa"];

its possible to make this work on a vest ,for test purpose?

#

its work on the uniforms

versed nacelle
#

vests don't work, since you won't be able to get the vest object

#

You could try

vestContainer player setObjectTextureGlobal [0, "coral_texture.paa"];

although I doubt it will work.

PS. this is more a #arma3_scripting question

pale bough
#

vests can't be setObjectTexture'd

#

only uniforms and backpacks

solemn mural
#

ohhh ok

pale bough
#

you'll have to make a little mod if you want to test and use vest reskins

solemn mural
#

ya i was afraid so

serene agate
#

Do I have to use adobe photoshop to do textures for arma 3 or are there free alternatives for software?

frozen blade
#

there are other free or cheaper alternatives

warm nexus
#

GIMP is free and decent, little janky at first but you get used to it

frozen blade
#

by cheaper i mean perpetual license

serene agate
#

So a follow up, I'am complete noob, never done this before, can't seem to find a tutorial I understand, when I've made the texture, say for a uniform item, how do I make it appear in virtual arsenal as an actual uniform?

warm nexus
serene agate
#

I somehow managed to make it not work?

I'm just trying to get the \A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa texture as an actual uniform item. might just be too dum to figure it out :/

full quarry
#

Wut that sentence makes no sense. Textures are not items

serene agate
#

U_I_C_Soldier_Para_1_F_2_co.paa
Is a hidden texture that was never made an in-game item, I've managed to actually get it onto AI in singleplayer scenarios in 3den using setObjectTextureGlobal in the init

full quarry
#

So you will need to make an addon that creates new item that uses that texture. Or use the scripted method.

serene agate
#

I'm trying to create a new uniform item using the texture but I can't seem to get it to work...

full quarry
#

So an addon with config?

serene agate
#

. . . yes?

I dunno know, normally use Orbat to make faction mods, I have 0% clues on how to do any actual modding / addon building

#

reason I trying to create is for a Tanoan military faction.

full quarry
#

The guide posted above should have the necessary steps.

warm nexus
#

All you really need to do is write up a config which is pathed to the texture you want to use, pack that into a pbo, sign it, then add into whatever you're doing it's that simple

#

Because the texture already exists in the game files going from what you're saying it should be a piece of cake

serene agate
#

/// Uniform config ///

class cfgWeapons
{
class UniformItem;
class Uniform_Base;

class U_B_soldier_new: Uniform_Base
{
author = "BFO Team";
scope = 2;
displayName = "Tanoan Combat Fatigues";
picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
model = "\uniform\uni.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa};

   class ItemInfo: UniformItem
   {
       uniformModel = "-";
       uniformClass = B_soldier_new;
       containerClass = Supply40;
       mass = 40;
   };

};
};

#

packet it, signed it, made it as both local, and workshop item, still can't see it in the virtual arsenal

warm nexus
#

Is the model pathed properly?

tidal fog
#

This would be a problem... cpp hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa};

serene agate
#

I just used a template from a post a buddy linked me 🤷‍♂️

tidal fog
#

Well, you are missing a "

warm nexus
#

Right after .paa but before};

serene agate
#

Ah ok

tidal fog
#

Highly recommend some form of syntax highlighting when editing code or configs

serene agate
#
>        hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};```
#

so like that?

tidal fog
#

Yeah, without the ">" at the beginning

serene agate
#

/// Uniform config ///

class cfgWeapons
{
class UniformItem;
class Uniform_Base;

class U_B_soldier_new: Uniform_Base
{
    author = "BFO Team";
    scope = 2;
    displayName = "Tanoan Combat Fatigues";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\uniform\uni.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};

///This is line 17 btw... which is blank in the actual config file///
class ItemInfo = UniformItem
{"
uniformModel = "-";
uniformClass = B_soldier_new;
containerClass = Supply40;
mass = 40;
};
};
};

old lodge
#

class ItemInfo = UniformItem

#

you typed it wrong @serene agate

#

there's has to be a space between ItemInfo and =

#

I'm not an expert myself, but if that's the only issue, it should work

serene agate
#

well no error launching this time

#

still no uniform in Virtual Arsenal?

tidal fog
#

It's supposed to be a : not an equal sign.... 'tis a class definition not an assignment

serene agate
#

so It's suppoesed to be:

class ItemInfo : UniformItem

#

?

warm nexus
#

ItemInfo: UniformItem

serene agate
tidal fog
#

class ItemInfo: UniformItem

#

Anyway, got stuff to do

serene agate
#

by any chance, could someone "fix" the config and I'll try it?

old lodge
pale bough
#

are you using the _co suffix?

#

is it a really dark texture?

#

the compression doesn't handle pure black or colours close to it very well

#

oh

#

what's the resolution of the file?

full quarry
#

arma textures all need to be in power of 2 sizes

#

weird that you even get those converted to .paa

pale bough
#

they have to be 2^x

full quarry
#

must be only ImgToPaa that has those checks then

pale bough
#

doesn't matter if width and height don't match, just make them 2^x

#

so 256, 512, 1024, 2048

full quarry
#

1024x1024, 2048x512

#

etc

pale bough
#

can also go down to 64, 32, and 16

#

because of how graphics are simply handled

#

if the resolutions are incorrect, shenanigans occur

#

and that's not an arma bug mind you

#

that's just how the graphics do

#

tbh I'm surprised Arma even runs with a dodgy texture like that

spark shore
#

anyone has a substance painter export preset for specular glossiness?

severe rune
#

I also have a second one that uses the "Converted Maps" glossiness 🤔

spark shore
#

I shouldn't be worried if the colors are different right?

severe rune
#

right

#

it just chooses at random.. or by order you select them or smth

spark shore
#

thats stupid
anyway thanks a lot

silent mortar
#

@severe rune youre working from specgloss PBR?

severe rune
#

I think so

#

has been a while

silent mortar
#

ah okay

#

yeah I switched to metalness

severe rune
#

Since I have my PBR metal rough Arma shader.... I'd use that too if I wanted

silent mortar
#

can you share that one?

silver nacelle
#

Seem to be having a problem with my custom Muzzle Flashes. The Muzzle Flash works but it seems to turn my gun transparent. I've tried making it a proxy but then the muzzle flash doesn't show up.

#

Any suggestions?

silent mortar
#

@severe rune ah sorry thought you meant the export settings

#

that is pretty slick though idk why i havent noticed it before

severe rune
#

Ah, I have the export ones for my shader too 😄

silent mortar
#

mind sharing that setup

#

also has anyone made a video on this shader?

#

curious about performance and what not and if it would be worth requiring it to be used

severe rune
#

didn't see a video

#

didn't notice any bad perf, but some shadow/light occlusion/reflection stuff is still not perfect

#

well example model is in the download. substance export preset added to workshop screenshots

silent mortar
#

appreciate it

spark shore
#

got a weird question
can I force an hiddenselection to show only a smaller area than the texture its been used on?

full quarry
#

sure

#

just pic a smaller selection of mesh to apply it to

spark shore
#

wouldn't that resize the selection to that new square?

full quarry
#

a texture can cover part A, B and C of a model but only part A can be assigned as hiddenselection part

#

perhaps I did not understand the question?

#

best to explain what you are trying to do

spark shore
#

yeah
basically I have a vertex group that I want entirely hidden selection
but its not exactly a rectangle because its not a flat surface

full quarry
#

well the mesh shape does not matter

spark shore
#

indeed

full quarry
#

the uvmapping of it is what pics the are of texture it uses

spark shore
#

but the UVmap is like an oval

full quarry
#

yes so the new texture you assign to it needs to match that

spark shore
#

can we use DM?

full quarry
#

Im just about to go to sleep so not at the moment

spark shore
#

oh alright no prob
but basically my though was that in this case whoever doesn't have the UVmap will have an hard time retexturing

full quarry
#

that is how it is

#

that cant really be helped

#

retexturing is a backwards into the tree climbing type process

spark shore
#

I guess so

full quarry
#

if you want to you can unwrap the part differently too I suppose

#

it should look pretty much the same but the texture itself might look more distorted

spark shore
#

its like a cube so not sure how I'd be able to turn it into a rectangle

#

a cube missing a face

full quarry
#

you can also always provide picture of the UV map as a image that can be overlaid on a retexture image

#

why does it need to be rectangle?

spark shore
#

yeah the thing is its for the Art of War thing
and I like to be sure it'll make it into an entry before posting pics

full quarry
#

if you want it to open flat you need to add more uv seams

spark shore
#

thats why I wanted to use Dms

full quarry
#

nicer cleaner unwrap

#

or as individual faces

spark shore
#

yeah I did exactly that but can't really make it into a rectangle

#

since its not for camo but for a specific image

full quarry
#

I must say I dont quite understand what it is you are doing. The pics would probably clear it up

#

we might revisit this tomorrow

spark shore
#

guess I can post an UV
not really that much

full quarry
#

right now its 🐐 💤

spark shore
full quarry
#

I suppose you could add more seams

#

or try textools uv tools out

#

theres some nice stuff there

spark shore
#

yeah but I don't think I can modify it in any way to turn it into a rectangle
thats why my initial question
since my pictures wouldn't need very defined borders I could just place a rectangle over the entire UV hiding its borders

full quarry
#

so you have some sort of picture

#

like a photo

#

you want to project onto the model

spark shore
#

basically

full quarry
#

ah

spark shore
#

like a kitchen cover

full quarry
#

that is a more tricky business then

#

Id myself make teh unwrapping and textureing on a flat subdivided plane

#

and then turn that into the shape

#

so the picture follows the shaping of the "cloth"

#

there could be other ways to do it too but cant think of any

spark shore
#

guess I'll try some stuff
worse case scenario I'll just make it in SP and rip to whoever tries to retexture it

full quarry
#

this is done with cloth physics

spark shore
#

oh yeah I've tried that
but the polycount was too high so I had to retopologize

full quarry
#

well this here for example is 2000 tris about

#

sorry 4000

spark shore
#

I guess I can try just making a low poly cloth simulation

#

mine is half of that

full quarry
#

should be fine then?

spark shore
#

kinda busted my balls on that peak performance retopology but if it'll fix this problem I'm willing to start over again for the 3rd time

#

thanks for the tips

full quarry
spark shore
#

thats cool

#

guess it flattens easly

full quarry
spark shore
#

yeah thats it

#

now go to sleep
I want my VBIED robot dogs ready

silent mortar
#

@spark shore if you are trying to UV that tablecloth I would 100% just UV it normally like a square

spark shore
#

@silent mortar you mean the one in my imgur link?

trim horizon
#

hey anyone got any tips for using substance painter to create textures for arma?

#

I find it a little hard to get the results from the viewport actually close to whats ingame

trim horizon
#

the export preset

#

if anyone has any pointers i'd greatly appreciate

#

inspecting my SMDI map the darker areas are what I'd expect to be less shiny

#

and thats what it seems to say on the forums

#

but when in game the cloth seems shinier

#

and I just cant puzzle it out

strong stone
#

These are the export settings I use with PBR metal roughness:
https://i.imgur.com/n0Y5Rfk.png
I also multiply the SMDI by the AS after export. The color on metal parts with these export settings needs to be adjusted down in darkness, they show up brighter in-game.

trim horizon
#

thanks for sharing your settings, if I may ask a question or two more. What do you mean by multiply the SMDI by AS and how much more would you darken down the metal?

frozen blade
#

why would you do that?

#

@trim horizon don't do that

silver gull
#

trying to get very shiny material with very non shiny material in one texture is futile

trim horizon
#

why would you do that?
@frozen blade
Why? Well mostly just because its the way i'm used to working with PBR materials for unity and unreal engine or even just blender cycles. If I want some clips made of metal on my bag for example im going to need to be able to make them shiny compared to the cloth.
I assumed it was possible in arma 3 due to assets like the avenger helmet having this difference between metal and rough. https://i.imgur.com/GEGYCNm.png
Would it be fair to assume the avenger helmet is using 2 materials in such case?
Anyway I don't think its a totally unreasonable thing to want to do but if its not possible its not possible and ill find a workaround

silver gull
#

theres a difference between light sheen and pristine polished metal

#

normalizing (/autoleveling) SMDI and adjusting via rvmat is advisable

frozen blade
#

@trim horizon still, overlaying ao on smdi is the stupidest thing o heard

#

you can obviously use 2 materials

#

or use a single one and force it a bit

silver gull
#

ao on specular is simple method for "crevice dirt"

frozen blade
#

if you do that in SP, there are way way way better ways to do just that

zenith sorrel
#

Anyone here making medievil kinda civvie clothes?

full quarry
#

Have not seen anyone making such no.

zenith sorrel
#

Sadness..maybe ill try and get into 3d modelling when im free ina few weeks lol

full quarry
#

👌

#

It's a nice hobby

trim horizon
#

highly encourage it, medieval clothing wouldn't be a bad place to start either

full quarry
#

Well it kinda is if you're starting from 0. xD

#

There's a bit of learning of basics to do before jumping into character making

trim horizon
#

ok true but like you need that first project to aim for right

#

so you know what parts of 3d to learn

#

and have a bit of direction

zenith sorrel
#

Im in like so many hobbies rn tryna divide my time is a nightmare and i dont even work full time xD. But anyways i concur, thats true medievil is simple ish clothing wise (we arnt talking armour to any onlookers here) but thanks guys! Its blender

#

Id have to use right?

full quarry
#

Blender is good and free option yeah.

#

There are of course other 3d modeling programs if you want shelve off some money

zenith sorrel
#

Aha nah ill take blender..my money is required elsewhereee. Are the paid ones better?

versed nacelle
#

IMHO is Blender more than enough, and even used by AAA studios (depending on how it's used afterwards)

#

But is does depend on what you want to do with it, which for Arma is pretty basic and therefor will do the job just fine

zenith sorrel
#

Ohh fair enough

#

Thanks mate these details help !

full quarry
#

Yeah nothing wrong or worse in Blender

zenith sorrel
#

Sweet..i shall commence operation soon lol

trim horizon
#

yeah like, generally speaking blender + texturing program of choice

#

is enough to make most things

keen jasper
#

Just to confirm something if i get a uniform or headgear from the arma 3 samples i retexture it make a couple of different ones i am allowed to make a mod out of it and publish it on the steam workshop ?

frozen blade
#

yes

zenith sorrel
#

@trim horizon fair enough 😅

keen jasper
#

So i have a uniform ready config is ready it works ingame but i see on a tutorial things like Uniform_basic.paa Uniform_NOHQ.paa and Uniform.rvmat i think rv mat has something to do with shadow and stuf ? but what is NOHQ

trim horizon
#

NOHQ is the normal map

#

for adding "height" details

keen jasper
#

is that needed for a uniform

#

and how do i make it in arma 3 tools or elitnes

full quarry
#

Did you make the uniform?

#

Do you have any knowledge on how textures are made?

distant rose
keen jasper
#

Not that much knowledge no
I retextured an arma sample uniform and made the configs for it

#

Oh cheers will google next time Uro

spark shore
#

anyone knows what rvmat parameter adjusts a model brightness?

#

probably the diffuse?

frozen blade
#

nothing to do with rvmat, but most likely with the diffuse texture

spark shore
#

so I just tone down the texture brightness?

full quarry
#

for retexturing you dont need anything else but textures

#

using someone elses p3d files in your own mode is a nono

dusty oar
#

Its a licensed set on the server im going to play on. And the Squad needs to reskin the clothes itselves, the admin will only implement individual mods as its ready to use.

rough owl
#

Is it hard to add just a patch to a uniform?

versed nacelle
#

if you own the model it's (relatively) easy, otherwise you'll need to ask the dev to add it

grand warren
#

or use insignias

solemn mural
#

where i can find basic config for uniform texturing?

lethal condor
#

Depends on the thing you wanted to do

solemn mural
#

complete set of uniform vest and helmet , i have 0 skills in coding
any chance that there such an thing that i just changes lines where needed and i providing the texture?

#

like ready made mod that only need to pack?

lethal condor
#

You want to make a retexture or brand new something?

solemn mural
#

retexture

lethal condor
#

Then there's bunch of examples and guides

solemn mural
#

i know
i tried to follow them but always got headache on the code parts

lethal condor
#

You can't hide and run from them

#

Trust me it's really easy if you get what part does what

solemn mural
#

any video/site with good explanations?

#

maybe i watched "copy paste" videos

lethal condor
solemn mural
#

thanks

dense peak
#

hey i want to create a basic rvmat file where is just a texture included as color but i dont know how becuase i am really new with this

severe rune
#

If you want just a simple plain color you don't need a rvmat

dense peak
#

i need it for my server because i can only use rvmat file

severe rune
#

Explain?
Rvmat doesn't set the base texture, just some stuff on top

dense peak
#

I need it for altis life i want to use this way because if i use normal textures i have some bug on my tuning shops

full quarry
#

🙈

#

that life stuff is just always completely broken

lethal condor
#

Just like real life is?

dense peak
#

Can you tell me how i can do this

full quarry
#

what you think you want to do makes no sense

#

so your models are probably made totally wrong

dense peak
#

You can come on my server and figure it out

full quarry
#

No thank you.

frozen blade
#

laughts hard

grand warren
#

i must admit, i had to giggle at that one 😄

dense peak
#

Anyone know an easy way to test your custom textures without having to replace vanilla textures or write your own cpp?

#

I'd like to see the 3d model in game to test if certain aspects need editing quickly and efficiently

severe rune
dense peak
#

tyty

arctic cypress
#

Im trying to retexture an already existing model using hiddenSelections to make a part of the texture transparent - is that possible?
Simply making the path to the texture empty removes to much, but when I try to apply the modified texture - the transparent stuff is black instead

full quarry
#

No

#

Not possible.

forest pond
#

Hope someone can point me in a general direction:

I've recently learned how to quickly uv map a cube, and import it into the game as basically a CA_Magazine.

I'm using Blender, Paint.net, and the Arma tools kit

When I spawn the item in my inventory, and put it on the ground, the uv map seems to have applied, but the object is transparent. I can just barely see that the texture is there somehow.

Is it a blender setting I need to mess with? or do I need to make a different type of lod? not really sure where to start with this.

forest pond
#

Update: Looks like I need to make friends with .rvmat , thanks guys

full quarry
#

also if your thing is transparent when it should not be, you are using wrong kind of a texture.

spark shore
#

anyone knows a mass paa to png/tga converter

full quarry
#

there isnt any

severe rune
#

batch script :3

#

sorry,
powershell script :3*

full quarry
#

but I recall there was a bat for that described on Biforums or somesuch

spark shore
#

anyone has a link?

frigid escarp
#

pal2pace should do if you specify the extensions

spark shore
#

not sure Ive used the script above and it didnt work
even tried making a new path but nothing changed

white cargo
#

anyone know what causes these artifacts? I tried Forcenotalpha = 1 but it didn't help

spark shore
#

something odd in the nohq?

white cargo
#

that's what I thought maybe at first, but I made the nohq perfectly smooth and no change

spark shore
#

shadows maybe?

white cargo
#

I think it was still present without the shadowvolume

full quarry
#

same thing as you see on your model I believe @spark shore

#

@white cargo what shader you got on the glass surface rvmat?

spark shore
#

not sure

white cargo
#

supershader

distant rose
#

do you have NoZWrite in the renderflags of the rvmat?

white cargo
#

yes

spark shore
#

what does that do?

distant rose
#

you could try throwing on a tex/rvmat set from structures_f/data/windows/ to rule it out being model related, if you havent do so already

white cargo
#

might test that later, trying something else now

#

model takes about 10 min to load in buldozer

white cargo
#

issue still present with vanilla rvmat, though less noticable

#

issue not present with no rvmat

full quarry
#

is that on the surface or behind it?

white cargo
#

let me correct that, issue IS there with no rvmat, just barely noticable

#

no

#

can't be alpha channel either

full quarry
#

its not these bits?

#

if you assign pure transparent texture or procedural color to it, do they still appear

white cargo
#

lemme try pure transparency

#

those parts you encircled are the opaque stuff. I actually think it might be some completely black parts on the alpha I can't see that's causing it, gonna try fiddling with that and see if it makes a difference

#

seems like it was the alpha after all, just some parts were entirely dark, but I couldn't spot it because the surrounding areas was also quite dark, but not completely

full quarry
#

👍

#

one problem down

#

1000 more to go xD

white cargo
#

only 1000?

spark shore
#

deleted the message and reposted here, seemed more appropriate
I have a model with 2 components
one is transparent(_ca) and the other is not(_co)
somehow the _ca texture turns the _co transparent aswell
even if they share no rvmat or texture
the _ca texture is moved on top in object builder