#arma3_texture
1 messages · Page 41 of 1
but when I got into the car it showed no damage
and when I got out the damage textures had reset
hmm, engine problem rather than a model one?
not sure. could not replicate the issue I saw anymore xD
oh well, another mistery then
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?
yes, a board inside a room
if you move it somewhere out in the open does it still bug
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
What Im after is that if it somehow gets culled from view by some geometry
ah, ok, it's crammed space, basically a corridor with the bulletin board in the middle
moved it on the deck, still same problem
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"]);
opened https://feedback.bistudio.com/T150737 on the problem
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?).
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
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!
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
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.
As a rule of thumb, what would be the resolution for a weapin texture, in your experience?
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.
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).
tex resolution is driven by ingame tezxture settings
arma supports (poorly) up to 4k
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)***************```
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
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?
yes thats wrong
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
I have my p drive setup, how do i set it up with mikero's tools?
thanks!
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)
is arma dx normals or opengl?
DX
thanks
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
BI forums editing section should have re-texturing topics that should get you started
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 ^^
NOTE: This guide will be updated to use the Arma 3 Tools once all relevant tools are released. Ive seen various guides on different stages of the texturing process, but I have not yet seen a single complete guide with all the steps laid out from start to finish with zero short...
pinned message
2 second google search
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 ?
where are you storing the files?
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?
how did you reference the texture path
like this (edit : sorry for the @) https://cdn.discordapp.com/attachments/272416420988715009/707302176862634089/unknown.png
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 ?
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
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
what's the resolution of the image?
256*256
that shouldn't be a problem then
I'll put my hand on a filepath issue, I think you can fix that with preproc?
maybe with a trusty __EVAL and getMissionPath
aaaannnnd i'm lost
texture = __EVAL(getMissionPath "texture.paa")
maybe
the preproc fix variant I dunno now
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 ?
Hello, why does my vest texture appear blueish tinted ingame? edit, I fixed it, it was wrong size at first, resized to 2048 helped 🙂
size or suffix
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..."
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
Then in theory I would only need the existing class names, right? There’s probably a list of them somewhere for apex and contact
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?
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
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
not all textures are released in the sample templates
some you have to create yourself
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
I've managed to get passable results with AwesomeBump
depending on the quality of the normalmap
Awesome, thanks
@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
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 ?
no
😢
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
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 🙂
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
hey guys, am in need of some help creating a uv-map. anyone able to help?
Most modeling programs can do that and have tutorials for it. What kind of issue do you have?
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
Blender for example can export the uv layout. Fastest way would probably be to talk to the modeler who made it to get it.
ok, thanks for your help
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
anyone know if it's possible to use pal2pace to batch convert from .paa to .png?
yes it is. Just needs a suitable .bat file you drop the files on
that's my main issue then, found it hard to understand the info about it
you have these in A3 samples @glad matrix
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
Ah alright, I'll check if that was the issue
I need someone to help explains things within the code
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 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?
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
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.
is the image itself the same size still?
surely it would decrease when binarized I'd imagine
well, packed, does binarizing the textures selecting the option in addon builder decrease the size of the paa when packed?
no
rip
paa's are not "packed"
they are converted into a more efficient format
more efficient for the engine to read/process/render
ahh
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?
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
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.
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.
does it matter?
Does anyone know why a full building would render over another object with transparency. Can't seem to find the problem in the rvmat
http://prntscr.com/se28l0
http://prntscr.com/se28rv
Shield Rvmat:
https://pastebin.com/qBtfZRLU
Only from certain angles ^
Maybe noZwrite
Big objects can have problems like that I suppose.
Does it have view geometry lod?
Or geometry lod?
It doesn’t have a view as to purposely have AI shoot at people inside it. It foes have a Geo LOD
if theres no view geometry lod at all it will default to the normal geometry lod
likely its size and rvmat thing
Gotcha, I will keep fiddling with the rvmat
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
That was my next line of playing was different shaders and I will give it a go. Thanks
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
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
I've tried to use “sick” faces, and I found this weird problem:
- Apply an sick face e.g.
AsianHead_A3_01_sickand damage the unit - The sick gross bumps don't appear on his face.
- Load a rvmat e.g.
a3\characters_f_oldman\heads\data\m_asian_02_sick.rvmatthat used in a different sick face texture usingsetObjectMaterial - Apply an sick face (
AsianHead_A3_02_sickin this case) - 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?
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!
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
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
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
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
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?
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
Hey guys! I’m looking to employ someone who would be willing to texture a few things for me.
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
What texture type suffix are you using? The suffix defines what conversion rules are used?
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
Is the suffix in the original file?
Also DX compression is like that, it reduces colors of texture.
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 :/
Why are you using indexed palette?
I reduced the colors with photoshop and switched back to 8Bit rgb after that
If you want to understand the artifacts more checkout how DX1 compression works!
are you using texview to convert files?
use imageToPaa instead
also, you will always have some artifacts with DXT compression unfortunately
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
does it actually make a difference ingame, or is this just ... perfectionism for OCD reasons ?
It looks horrible, I wouldn't worry about it otherwise 😄
tried dxt5 ?
Does your texture have green in it?
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
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
then it just interpolates between the black and grey poorly.
you could use less absolute value
How does one do that ?
yes
and you have a normalmap and ambientShadow map for it?
as those will shade the crevises
yeah I do
I'll try around with it thanks, Its probably just an extreme edge case with the compression algorithm
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
Do you have permission for a retexture?
i do
Or rather.. to take and edit their textures?
Why not ask them for the file that you need then?
they said the helmets are from DaveGary, and i cant find him
they gave permission from the uniforms
for*
the helmets i want to do: https://www.armaholic.com/datas/users/us-75th-rangers-version-10-1_4.png
@jolly peak the AS stage probably, I think it's stage 4 in super shader
👆
when i drag my AI into my boat, it only fills my passengers and not my gunners? Any theory as to why?
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?
The easiest way to get the texture path is getObjectTextures IMO. Then you know how to open it
I can just run getObjectTextures while wearing the uniform?
Yes
Just run that in debug correct? In-game, just that getObjectTextures
No
Hm
getObjectTextures player```Or such. More info in BIKI
https://community.bistudio.com/wiki/getObjectTextures
Hey, has anyone here retextured the t-14 tank from RHS?
why?
I am looking for a texture to reference.
or maybe even borrow.
plus it looks easier than the MBT_03 from aaf
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
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.
anyone know how to properly set up aim down sights on a turret?
Its a modded helmet @versed nacelle
doesn't matter; retexture is retexture
How can i find the PBO file of that helmet since its not in the BI
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
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.
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
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
what is your texture filename suffix?
ca
and it had that before you converted it from whatever->paa?
Ye
where are you using it? on a model?. Did the model have a transparent texture on it at the time it got binarized?
I was using it on a blank sign
Trying to get a spray paint effect as a custom texture
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
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?
_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"
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.
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.
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
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
as far i know the UV layout is different for A3 and A2 faces
Custom profile faces don't work anymore in A3
As far as I can tell they dont seem to work
or people are using the system wrong
¯_(ツ)_/¯
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.
hiddenselection materials dont work very well
you do have an extra, at the end if the array is just that one material
I think my brain just died, because that went waaaaaaaaaaaaaay over my head.
Hm. Removing that didn't actually have any effect.
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.
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
@deft lantern ^^
@frozen blade I think I (vaguely) understand, but that's still going over my head.
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
First two links under Retexturing should help
The model you want to retexture needs hiddenselections set up, is it a normal BIS helmet?
Hi, can anyone help me please ? I have a probleme with a texture wich outline is white. I would like to know how to fix it. https://gyazo.com/c44df142660f40b23cfd245375ad80a1
how can i settle it ?
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?
I use a blue texture with a low opacity but no rvmats
Hmm, I could try that, thanks.
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?
wrong texture path most likely
try
{"op68_us_stuff\data\MD500_green.paa"};
without the back slash
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
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
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
all the textures should be in the A3 data
Your go-to is Config Viewer, you can find the path there
i can recommend this mod for extended config view and editing
https://steamcommunity.com/sharedfiles/filedetails/?id=1387934106
aight thanks pals
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
anyone knows a guide on how to use substance painter specifically for arma modding?
Their is no definite guide for that.
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
there is an arma shader around for SP
what would that do?
what would that do?
i don't know enough to answer that. i just read the chats 😄
wouldn't even know how to add that lol
i think (guessing) it translates PBR to arma
oh that'd be cool
guess I'll have to put them inside the shader folder wherever it is
Google probably knows how that is done.
@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
TIL, thx
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
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
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).
yeah metal rough just does not properly translate into spec/gloss
sp actually does a decent job, you can even do it manually
overall i find spec/gloss (even pbr) to be allow more creativity
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
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?
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
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
define puts it to one
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
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
how does that look in OB?
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
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
it dosnt have any hiddenslectionstextures/materials
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.
I removed temp folder awhile ago didnt move The old mod folder will try that
remember and clear your temp again 🙂
Will do 🐷 💦
nop that didn't work :S
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
@minor perch https://imgur.com/2c5hRg7
@acoustic dove Thanks a lot - I thought this was infantry but maybe this is the same fro vehicles, with different scaling - will try !
ye it should be same its just the pattern scaling
the vehicle pattern is not the same at all, pattern is different and colours are way different
@minor perch here, I made this a while ago https://cdn.discordapp.com/attachments/378346813834657794/590264056464539703/AAF_vehicle_camo.png
IIRC it should tile perfectly fine
Thanks @pale bough !
No problem
Asking for a friend, would it be possible to replace all of the billboards on Altis with "Xi Jinpooh"?
how can i add a transpraceny to a rvmat?
you dont, you need transparent texture
if i don't use custom Config and use addon builder from armatools will the texture mod work?
If you don't make/use a config, this isn't a MOD/addon
okkie
@wooden oyster a config is needed to tell the game what this thing is and how it should handle it.
@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
How does it look ingame?
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.
What typo? I dont see it!
Fixed it. That makes a difference between absolut and relative paths, but I'm afraid that's not the cause of the bug 😦
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
you make good heightmaps by making it first and then all the rest, and not taking some photo and trying to determine the height by algorithm
https://www.youtube.com/watch?v=A4HMw46rEHc
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
dosent help to change the resoloution+
Yes
now you put a non-rectangular image into a rectangular resolution?
I think 1024x512 would fit better
lol
you convert to paa yes?
In your first screenshot, the filename is missing the suffix
I guess you want _ca or _co
https://prnt.sc/svs355 like this
that looks like then same colors as ingame
don't know what that photoshop screenshot is supposed to tell me
i dont now what i should do
change the resolution to 1024x512
name it whatever_co.png
then convert to whatever_co.paa
What is the max insignia size???
4096x
k
😄 thats like with skyrim "high rezzz 4k" mod for eyes...
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;
};
};
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)
Will try, thanks!
Sorry... I'm wrong about that: https://community.bistudio.com/wiki/Arma_3_CfgMarkerColors
Is my sizing wrong? It should be DXT5 right?
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
I tried setting marker shape to icon, still black.
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
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).
if the base layer is not further modifiyable, then start from scratch...
I dont really see it as much any noisier than the rest
"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
Hmm sounds no luck for me then 🙃
do you have an example what you would like it to look like?
what if you use the NOHQ and SMDI maps to remake it instead of just recolouring the CO?
those dont affect the color
That's an idea, but I don't think I can make a good patterns from smdi
what, no I mean use them to apply detail to a solid colour base
ah
like in overlay or multiply mode
Am actually trying to do, but no joy for now
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
eh, it seems to work fine for things I've retextured
¯_(ツ)_/¯
Some do, some don't 🙂
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
like, take a look at this NATO Tempest skin I made https://cdn.discordapp.com/attachments/378346813834657794/720312671098109962/tempest.png
Hmm sweet. However that's too much for today, I need to rest 😄
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?
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
@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
I don't think I read your way correctly, but thanks, I'll give it a try on a limited knowledge and understanding
Is there a way I can find all the car textures can only find offroad, hatchback and suv
somewhere
If you want a generic way, check texture path via getObjectTextures or config
Thank you have a good day
Hey guys a little question, in subtance painter before i export the textures i need to bake the textures
?
@mellow sage see above ^^ this channel is for issues specific with A3 texture workflow, not individual software issues/tuts
Thankes man 🙂
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?
what kind of modding?
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
have a look at those tuts:
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
also very helpful sources:
https://pmc.editing.wiki/doku.php?id=arma3
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos th...
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
@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
Thank you very much @ionic ember
@ionic ember debinarizing p3ds is a big nono.
can i use png as uniform texture for test?
No
@full quarry then how can I use config files to define which models to retexture
well if it has hiddenSelections defined then you can retexture it
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
what does your config file look like?
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
put it up on pastebin and put the link here
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
where i can download paa converter as stand alone?
What do you mean? TexView can do
i dont want to download the whole arma tools
Why? Only 400 or so MB
all of the tools are pretty dang useful, I would reccomend it
i just trying one texture
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
ohh ok
thats what I did, but I kept the arma tools, but ive mostly been using texview
"I just wanna" is the worst excuse ever.
Hey guys, as a new person to the editing scene, is there any way to just jump in and start?
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
I want to re texture some models for private photography
Specifically the VSM acu model
Ok what if I want to retexture something else?
@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
@ionic ember thats excellent? Any tips on how to start?
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
Well I’m excited to try it out
Which PBO (and where) is the texture for the Offroad (Covered)/Offroad (Comms)?
They're still EBO'd. You can use templates on Arma 3 Samples
Okay
I mean keep it public @green mantle
I mainly DMd you because of the picture
There's no point to do it. Just post URL
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 ?
@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)
ok.
this setObjectTextureGlobal [0, "coral_texture.paa"];
its possible to make this work on a vest ,for test purpose?
its work on the uniforms
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
ohhh ok
you'll have to make a little mod if you want to test and use vest reskins
ya i was afraid so
Do I have to use adobe photoshop to do textures for arma 3 or are there free alternatives for software?
there are other free or cheaper alternatives
GIMP is free and decent, little janky at first but you get used to it
by cheaper i mean perpetual license
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?
This should help you out with getting started with it. Just follow the guide and you should be good. A guide to texture, start to finish. https://forums.bohemia.net/forums/topic/151777-tutorial-simple-re-texturing-guide-from-start-to-finish/
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 :/
Wut that sentence makes no sense. Textures are not items
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
So you will need to make an addon that creates new item that uses that texture. Or use the scripted method.
I'm trying to create a new uniform item using the texture but I can't seem to get it to work...
So an addon with config?
. . . 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.
The guide posted above should have the necessary steps.
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
/// 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
Is the model pathed properly?
This would be a problem... cpp hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa};
I just used a template from a post a buddy linked me 🤷♂️
Well, you are missing a "
Right after .paa but before};
Ah ok
Highly recommend some form of syntax highlighting when editing code or configs
> hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};```
so like that?
Yeah, without the ">" at the beginning
/// 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;
};
};
};
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
ok, so it's correct to how I updated it in #screenshots_arma ?
well no error launching this time
still no uniform in Virtual Arsenal?
It's supposed to be a : not an equal sign.... 'tis a class definition not an assignment
ItemInfo: UniformItem
that's what I had it as, and the error posted in #screenshots_arma happended?
by any chance, could someone "fix" the config and I'll try it?
@serene agate use the one i just posted in #arma3_config
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?
arma textures all need to be in power of 2 sizes
weird that you even get those converted to .paa
they have to be 2^x
must be only ImgToPaa that has those checks then
doesn't matter if width and height don't match, just make them 2^x
so 256, 512, 1024, 2048
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
anyone has a substance painter export preset for specular glossiness?
I shouldn't be worried if the colors are different right?
thats stupid
anyway thanks a lot
@severe rune youre working from specgloss PBR?
Since I have my PBR metal rough Arma shader.... I'd use that too if I wanted
can you share that one?
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?
@severe rune ah sorry thought you meant the export settings
that is pretty slick though idk why i havent noticed it before
Ah, I have the export ones for my shader too 😄
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
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
appreciate it
got a weird question
can I force an hiddenselection to show only a smaller area than the texture its been used on?
wouldn't that resize the selection to that new square?
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
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
well the mesh shape does not matter
indeed
the uvmapping of it is what pics the are of texture it uses
but the UVmap is like an oval
yes so the new texture you assign to it needs to match that
can we use DM?
Im just about to go to sleep so not at the moment
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
that is how it is
that cant really be helped
retexturing is a backwards into the tree climbing type process
I guess so
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
its like a cube so not sure how I'd be able to turn it into a rectangle
a cube missing a face
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?
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
if you want it to open flat you need to add more uv seams
thats why I wanted to use Dms
yeah I did exactly that but can't really make it into a rectangle
since its not for camo but for a specific image
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
guess I can post an UV
not really that much
right now its 🐐 💤
https://imgur.com/a/cwsvWNb
yeah no problem
I suppose you could add more seams
or try textools uv tools out
theres some nice stuff there
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
basically
ah
like a kitchen cover
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
but this way the edges will be stretched
basically as I said its like a kitchen table cover
https://imgur.com/a/cwsvWNb
guess I'll try some stuff
worse case scenario I'll just make it in SP and rip to whoever tries to retexture it
oh yeah I've tried that
but the polycount was too high so I had to retopologize
should be fine then?
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
@spark shore if you are trying to UV that tablecloth I would 100% just UV it normally like a square
@silent mortar you mean the one in my imgur link?
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
my current ingame results vs my SP viewport on a test model https://i.imgur.com/TKy2TTG.jpg VS https://i.imgur.com/LOqzN3o.png
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
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.
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?
trying to get very shiny material with very non shiny material in one texture is futile
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
theres a difference between light sheen and pristine polished metal
normalizing (/autoleveling) SMDI and adjusting via rvmat is advisable
@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
ao on specular is simple method for "crevice dirt"
if you do that in SP, there are way way way better ways to do just that
Anyone here making medievil kinda civvie clothes?
Have not seen anyone making such no.
Sadness..maybe ill try and get into 3d modelling when im free ina few weeks lol
highly encourage it, medieval clothing wouldn't be a bad place to start either
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
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
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?
Blender is good and free option yeah.
There are of course other 3d modeling programs if you want shelve off some money
Aha nah ill take blender..my money is required elsewhereee. Are the paid ones better?
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
Yeah nothing wrong or worse in Blender
Sweet..i shall commence operation soon lol
yeah like, generally speaking blender + texturing program of choice
is enough to make most things
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 ?
yes
@trim horizon fair enough 😅
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
but what is NOHQ
"arma 3 what is nohq" + google = https://community.bistudio.com/wiki/Texture_Map_Types
literally the second link 🙂
Not that much knowledge no
I retextured an arma sample uniform and made the configs for it
Oh cheers will google next time Uro
nothing to do with rvmat, but most likely with the diffuse texture
so I just tone down the texture brightness?
for retexturing you dont need anything else but textures
using someone elses p3d files in your own mode is a nono
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.
Is it hard to add just a patch to a uniform?
if you own the model it's (relatively) easy, otherwise you'll need to ask the dev to add it
or use insignias
(if the uniform supports it)
https://community.bistudio.com/wiki/Arma_3_Unit_Insignia
where i can find basic config for uniform texturing?
Depends on the thing you wanted to do
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?
You want to make a retexture or brand new something?
retexture
Then there's bunch of examples and guides
i know
i tried to follow them but always got headache on the code parts
You can't hide and run from them
Trust me it's really easy if you get what part does what
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
Could be a good ref, some of em are useless when you only do a retex though. If you have stucked somewhere, dudes in #arma3_config will help you
thanks
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
If you want just a simple plain color you don't need a rvmat
i need it for my server because i can only use rvmat file
Explain?
Rvmat doesn't set the base texture, just some stuff on top
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
Just like real life is?
Can you tell me how i can do this
what you think you want to do makes no sense
so your models are probably made totally wrong
You can come on my server and figure it out
No thank you.
laughts hard
i must admit, i had to giggle at that one 😄
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
tyty
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
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.
If you look closely, there is a 5 on the top
https://cdn.discordapp.com/attachments/655460080606511136/726267444037156995/unknown.png
Update: Looks like I need to make friends with .rvmat , thanks guys
also if your thing is transparent when it should not be, you are using wrong kind of a texture.
anyone knows a mass paa to png/tga converter
there isnt any
but I recall there was a bat for that described on Biforums or somesuch
anyone has a link?
this didn't seem to work
https://forums.bohemia.net/forums/topic/227462-converting-pac-or-paa-to-png/
pal2pace should do if you specify the extensions
not sure Ive used the script above and it didnt work
even tried making a new path but nothing changed
anyone know what causes these artifacts? I tried Forcenotalpha = 1 but it didn't help
something odd in the nohq?
that's what I thought maybe at first, but I made the nohq perfectly smooth and no change
shadows maybe?
I think it was still present without the shadowvolume
same thing as you see on your model I believe @spark shore
@white cargo what shader you got on the glass surface rvmat?
not sure
supershader
do you have NoZWrite in the renderflags of the rvmat?
yes
what does that do?
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
might test that later, trying something else now
model takes about 10 min to load in buldozer
issue still present with vanilla rvmat, though less noticable
issue not present with no rvmat
is that on the surface or behind it?
let me correct that, issue IS there with no rvmat, just barely noticable
no
can't be alpha channel either
its not these bits?
if you assign pure transparent texture or procedural color to it, do they still appear
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
only 1000?
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