#arma3_texture

1 messages · Page 42 of 1

stoic totem
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i have a question. I am looking to retexture an item, lets say a beret. H_Beret_Gen_F what is a good process to find the pbo that contains this item?

lethal condor
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You want to find the config, the texture, or even the model?

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Either way, the best way to find is just looking at config viewer

stoic totem
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yea, mainly the texture and uv-map

lethal condor
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Then look for hiddenSelectionTextures[] config

stoic totem
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so im really new and in way over my head...where is the config viewer?

lethal condor
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Config viewer is to view configs... accessible from Eden Editor

stoic totem
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ah ok, tracking

frozen blade
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@spark shore did you try copy pasting just parts of the model into a new OB

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and see if you have the same issues

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with just full opacity and/or full transparent objects/textures?

spark shore
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@frozen blade

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thanks Ill check

merry sphinx
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hi, i have a question ? someone know how to preview a retexture in real time on the game ?

grand warren
spark shore
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@frozen blade didn't seem to work

frozen blade
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@spark shore what didn’t?

spark shore
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copypasting

frozen blade
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expand

spark shore
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expand?

frozen blade
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so copy pasting the co into a p3d

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without any ca

spark shore
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without any ca it just works of course

frozen blade
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still has transparency issues?

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and just ca

spark shore
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with just ca it works since its supposed to be transparent

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so somehow the ca turns every other texture transparent

frozen blade
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even if you put a simple procedural color box or smth in the ca exclusive p3d?

spark shore
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yeah it happens no matter what I use
its defenitely OB related

frozen blade
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unlikely

spark shore
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not sure what else it could be

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if it happens with any texture and any rvmat as long as one is transparent and the other is not
so though it could be a weird OB setting

summer oasis
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Do y’all know the best quality m81 texture on the workshop?

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Or at least one of?

grand warren
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CUP received some nice lately

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iirc

versed nacelle
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best quality m81 texture
the texture can be found on the internet without any issues... but if you're looking for specific uniforms or gear with the M81 pattern, than I have no idea

grand warren
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oh, i forgot to ask:
m81 pattern to generate content, or mods to play that have the pattern?

summer oasis
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Mods @grand warren

grand warren
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@summer oasis
CUP Units have them.
wrong channel btw

still elk
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Guys, how do I eliminate the black spots on the model?

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*Texture

full quarry
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probably needs correct texture suffix and alpha channel removed

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dont mix transparent and non-transparent surfaces on same texture

still elk
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Okay thanks

vivid sentinel
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I have ran into another roadblock, I can't quite figure out, in my attempts to port A2 models to Day Z (I know, this is an Arma channel but this is an issue that applies to both and the Day Z Discord is basically dead regarding modeling).

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Day Z uses a new wind system on its models, and there is one line that the wiki suggests to do but I can't figure it out (very new to Obj Builder)

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"Optional phase offset can be specified (so polyplanes swing in a bit different manner from each other) per plane by merging vertices from a plane and position them within second uv set (and specifying uvSource=tex1 in Stage3 of grass rvmat)."

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Is there anyway "merging vertices from a plane and positioning them within the second UV set" can be walked through in detail, or is that a bit of stretch?

full quarry
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No idea. Its a dayz thing.

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It's unfortunate that the DZ discussion has slowed down but there is very little DZ modders around here.
The people who wanted to mod DZ back in the day migrated over to DZ modding discord and if they have now quit that there isn't much to do.

vivid sentinel
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Aye, it is a shame. I appreciate the response, tho, Goaty

still elk
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Hi, I would like to ask if there is an error in the normal texture of the model, but there is no such problem on Substance Painter. The original modeler told me that I need to turn on "Flip Y", I want to know that this can be achieved in ARMA A bit?

full quarry
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I hope you rename your smdi into nohq

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and no you cant do it in Arma

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it has to be done in image editor

still elk
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I hope you rename your smdi into nohq
@full quarry I know, I just replaced the picture directly, haha

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it has to be done in image editor
@full quarry Need to re-bake normal texture?

full quarry
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it might work if you invert the green color channel of the normalmap texture. that should be equivalent to flipped Y axis

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but that problem might not be a texture issue but a shading/soft/hard edge issue

still elk
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I'll try

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it might work if you invert the green color channel of the normalmap texture. that should be equivalent to flipped Y axis
@full quarry I solved the smoothing problem of the model

full quarry
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I hope you have made good resolution lods to that gun

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it looks very high poly

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thats not good for game models

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if a gun takes same performance as 10 tanks

still elk
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Looks like I still need to fix this

full quarry
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what is the tri count of the gun?

still elk
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tri count?

full quarry
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triangles

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on the model

still elk
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Accessories and weapons body 67,719

full quarry
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yeah thats like a tank or plane worth of polies

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thats not a game model

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am I to assume correctly that it does not have resolution lods either

frozen blade
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67k. lol

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sometimes i think there was a real reason to keep the max polycount up to 32k vn

silver gull
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nobody could predict majority of modding would turn into "i grab whatever model i can get my hands on and stuff that into a game"

frozen blade
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really? has been happening aince a2, to a less defree

silver gull
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sure... but now theres lots more places to get assetts from (including marketplaces of the game engines)

frozen blade
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*degree

silver gull
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and because of server monetization taking shortcuts now seems to be the new norm (i pay u 20 quid for this thing ok)

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i also count in that the people who learn to model/texture for modding and sticking around to share the knowledge.
Look at how many people answer questions in the *maker channels ...

frozen blade
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we'll see what will happen with the next/future instalment

prisma geyser
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Is it possible to add working wound textures to someone else's uniform model? For personal purposes.

warm nexus
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You’d need the textures and to create a config and also ask the mod author if you can in the first place before you do any of that

prisma geyser
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Yes, I am aware. I've done all of the above. I'm guessing the vanilla injury rvmats don't work on modded stuff but I don't really understand why. I'm only kind of sure that what I need to change is the Wounds class and that I probably need an injury rvmat but that's as far as my knowledge in this goes.

full quarry
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those work only if the model originally is configured and set up to use them

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since you say working wounds I assume they dont work in the original

prisma geyser
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so the p3d model itself it what should be modified?

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they don't no

full quarry
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and that you can not do

prisma geyser
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meme

full quarry
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?

spark shore
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I can't find enoch uniforms file location
thoug they were in characters_enoch but that doesn't exist

frosty marsh
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What

spark shore
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the textures location from enoch

tidal fog
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Look in Eden's config viewer... should give a hint 😉

spark shore
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I'm literally there but not sure where to look

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if I had to guess its in cfg weapons

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still pretty vague

tidal fog
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Yeah. And you can access all Cfgblah config from the config viewer in Eden. Sorry on my phone

spark shore
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found it
and as I though its in charactes_f_enoch
which apparently is not in the files?
weird
should recheck my p drive

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wait its not even in the default arma Pbos

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thats weird

pale bough
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because it's not in the default arma pbos?

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contact stuff is still encrypted anyway

spark shore
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it is in the Pbos
but was missing some files for some reason
solved it with a cache verify

tidal fog
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Uh... how do you not have characters_f_enoch ... I do

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Oh... okay 😉

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Yes. ALWAYS verify after an ARMA update... Steam can suck

spark shore
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first time I had that happen after 5 years

tidal fog
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I had it after the last update... only noticed when I rebuilt my P drive with mikero's tools and it told me weapons_f.pbo was corrupted... Sure enough it was...

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Game ran fine ... given I do not use vanilla weapons I guess

spark shore
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I just realized I've been modding for a week without actually opening arma

hard pike
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can someone retexture for me? who can make a belgian f16 skin?

grand warren
hard pike
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yes

mint harbor
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Does anybody know if i can have a global jpeg file that would work on any skin?

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Or something that i can do to replace a character texture with the same one no matter the team/unifor

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Uniform

versed nacelle
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As long as it's the same uniform (just with different textures) than you can simply replace the texture.
However, different uniforms (aka models) will need different textures.

mint harbor
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Does anybody know which .paa file the C_man_fugitive_F uses?

versed nacelle
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C_man_p_fugutive_F doesn't have hiddenSelections (afaik), so can't be retextured.
However C_man_p_beggar_F (same model!) uses A3/characters_f/civil/data/c_cloth1_v2_co.paa 😉

mint harbor
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Thx

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Where can i find the arma 3 contact dlc skins?

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or i can see them only if i have the dlc?

versed nacelle
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afaik is the Contact DLC not available yet (at least not everything)

mint harbor
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so i can't find this texture

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that i can't paste

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2 secs

versed nacelle
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like I said, not everything from the Contact DLC is available for modding (yet), so it's possible that you can't find it

mint harbor
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aight

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C_man_p_fugutive_F doesn't have hiddenSelections (afaik), so can't be retextured.
However C_man_p_beggar_F (same model!) uses A3/characters_f/civil/data/c_cloth1_v2_co.paa 😉
@versed nacelle also for this, i exported the c_cloth1_v2_co.paa but when i try to set it to the character nothing happens

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and the color of his shirt for me is blue but in the texture file it's yellow

versed nacelle
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and how are you setting the texture?

mint harbor
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this setObjectTexture [0, 'texture.jpeg'];

versed nacelle
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what happens when you use

this setObjectTextureGlobal [0, "#(rgb,8,8,3)color(0,0,1,1)"];

the model should become blue

mint harbor
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it's blue already

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the shirt

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only

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i'll try another model

versed nacelle
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hmm... guess that unit can't be retextured

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weird, because the config has a camo section 🤔

mint harbor
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How can i find wich texture belong to a model

versed nacelle
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check the configs

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which you can do in the editor Tools > Config Viewer, and than you'll have to find the config of the unit

mint harbor
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Aight thx

full quarry
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Could also be that you are not using correct file format for textures...

mint harbor
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i am using jpeg

mint harbor
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We can't edit B_soldier_AAR_F top?

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found it using the config viewer

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so i think i need to find the texture of U_B_CombatUniform_mcam_tshirt

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if anybody can help me

lethal condor
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It's camo2 selection

mint harbor
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where

lethal condor
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What where?

mint harbor
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what pbo file

lethal condor
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Isn't it even matter?

mint harbor
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oh

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nvm

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but nothing happens when i set it

lethal condor
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How did you?

mint harbor
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this setObjectTextureGlobal [2, "#(rgb,8,8,3)color(0,0,1,1)"];

lethal condor
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Because it doesn't have selection by default; make your own config

mint harbor
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ah

dense peak
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What programs are used to make uniforms and that type of stuff?

lethal condor
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In the terms of models, many with Object Builder, in the terms of textures, many

grand warren
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modeling:
blender
maya
3dmax

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modo

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texturing:
photoshop
gimp
substance painter
many more

dense peak
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Alright thank you

frozen blade
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zbrush
marvelous designer

dense peak
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Can someone convert a .paa image to RGBA/DXT5? I've been trying everything I can find online for the past 4-5 hours.

frail crag
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Semedar, you use texview to save a TGA?

dense peak
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Saving to TGA will give me an error hold on

frail crag
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Just open it up in texview, save as, choose all files, then change the extension to .tga

dense peak
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"Error saving file"

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I can save to TGA via Photoshop tho

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From PNG

frail crag
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But you need to convert from .paa to tga

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Only way I know to do that is through texview

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are you using the one from arma3tools?

dense peak
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The ones from Steam yeah

frail crag
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send me the .paa

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Anyone know if there is a way to retexture an item that doesn't have hiddenselectiontextures? Either by forcing a texture replace or adding a reskin of it?

full quarry
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@frail crag not possible

pale bough
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Would anyone happen to have a copy of the LDF helmet template that is compatible with Photoshop CS4 (it says there's an unsupported blending mode) and without the custom RGB profile?

minor perch
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Would anyone happen to have a copy of the LDF helmet template that is compatible with Photoshop CS4 (it says there's an unsupported blending mode) and without the custom RGB profile?
@pale bough probably a naive question, did you try to use Gimp first to save the original template as a format compativle with CS4?

pale bough
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it is already a PSD file so I don't think format is an issue :p

floral seal
knotty marsh
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^

their work is the best texture work ever created around fabric materials for use in games/CGI

full quarry
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That's cool

trim horizon
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hey does anyone know the path to the rvmat & CO texture used for the characters arms and feet? ive had a poke around on the config viewer and google but not had much luck

full quarry
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best to copy paste the hands from the sample character

trim horizon
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gotcha thanks

silver gull
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thats some insane resolution there... turned down to ... regular arma levels it would get flattened

floral seal
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Naw scales in substance ^^

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Idk how A3 woll compress but it's pretty nice eh?

silver gull
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poorly. Cant have micro detail normal PLUS regular normal.

spark shore
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can't tell if they're uniforms or pijamas
but they're pretty neat
but I doubt there is a way to turn them arma ready

neon widget
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Hello, Can anyone help me generate my own inventory items icons? (Retextured vanilla items)

warm nexus
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Just use the vanilla ones, not really like anyone’s gonna notice tbh

neon widget
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I have my own berets and I think that people can tell blue or black ..

versed nacelle
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probably the easiest way is to add a colored filter on top of the original image, or use the same workflow as you did with the retextures

neon widget
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Thanks

distant rose
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@neon widget you can use this guide to fashion your own, I've done similar in the past based on it - https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews
use the settings from the guide above, combined with https://community.bistudio.com/wiki/Render_Worlds and https://community.bistudio.com/wiki/BIS_fnc_exportCfgVehicles
that should get you sorted, at least in the right ballpark, you will of course need to edit the generated images to fit the dimensions required for inventory items.

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and ofc when using render worlds, use a colour which your items do not, then removing the background colour from the generated images is easy.

nocturne lake
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If you spawn the BI render sphere that's used when you run BIS_fnc_exportEditorPreviews and turn off depth of field in graphics options, it generates images with a transparent background without the need to chroma key

tidal fog
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Oh nice. Thanks to both of you! 🙂

neon widget
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Exist for this any video ? where showing how this use ? 😄

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Every time i render only vanilla items .. no my addons items.

warm nexus
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What?

neon widget
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@neon widget you can use this guide to fashion your own, I've done similar in the past based on it - https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews
use the settings from the guide above, combined with https://community.bistudio.com/wiki/Render_Worlds and https://community.bistudio.com/wiki/BIS_fnc_exportCfgVehicles
that should get you sorted, at least in the right ballpark, you will of course need to edit the generated images to fit the dimensions required for inventory items.

If you spawn the BI render sphere that's used when you run BIS_fnc_exportEditorPreviews and turn off depth of field in graphics options, it generates images with a transparent background without the need to chroma key

reaction for this..

warm nexus
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Oh

dense peak
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hello

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could anyone help me out

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im trying to retexture a waffle SS uniform to look like a LSSAH uniform i made the retexture but i dont know what else to do

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the original texture is from GEIST-A3

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if you need more info lmk

versed nacelle
dense peak
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look ill be honest i looked at that and got super confused im only 14 and really to be honest i dont have patience to do that lol i do love texturing just not the coding part if anyone wants to do the config/coding for me please lmk and yes i know i sound like a selfish dumbass but hey atleast im honest

versed nacelle
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I started programming when I was 11 and took years before I was able to do something useful, although following tutorials/guides and reading documentation is how I managed to do stuff myself.
If you are looking for someone to do some work for you, you should post in #creators_recruiting but expect that you have to pay for the work.
If you have specific questions or problems while trying to do it yourself we'll be happy to help you out (for free).

full quarry
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@dense peak this could be your opportunity to try out something new and build up that patience. It might sound lame to your young ears but patience is one of the things that will help you in everything further up in life.

warm nexus
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^ This is very true, and learning to not rush things and take your time

dense peak
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I agree I still have to remember to be patient and not get angry with what im doing or nothing will get done

warm nexus
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I’ve been feeling a lot like that with my terrain so I’ve been taking breaks for a few days here and there to refresh my brain 🧠

dense peak
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hello

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so ive been doing texturing for a few hours

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and i have a few questions

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#1 are the geist devs in this disc bc i cant find where their FJ m35 stahlhelm model is stored

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or a config that has the model path

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any help would be appreicated

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appreciated

full quarry
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What's geist ?

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And quite possible not all mods are created with changeable textures

dense peak
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@full quarry its a ww2 mod

frigid escarp
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GEIST A3 is a reskin mod for IFA3

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google some reskins YT videos to learn about the process

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also BIKI has some guides still valid

dense peak
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@frigid escarp ya i checked geist and ifa3 i cant find this specific model that geist uses

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im trying to make a retexture

full quarry
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You don't need model for retexture

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Only the classname to inherit from

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Retexturing is done with hiddenselections in config

dense peak
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anyone know how to randomise a set of numbers on a texture

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like so every time u spawn a unit its a diffrent set of numbers

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or is this not possible

lethal condor
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No idea what textures you're talking about so. It must be possible though

dense peak
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@lethal condor you know how in ww2 canadians on their willys had CM ####### and # being number i would like something that takes those # and randomizes em if i made a texture with em idk if thats possible

full quarry
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If the object is not set up for such then only way is to paint multiple texture files with different numbers on them

dense peak
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K

frozen blade
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it is possible, that is how RHS decals work. basically multiple images that are randomized. if you want digits to be random, you nees to have textures set for each # to be randomized, and each of these # would be treated as separate decal

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to do that you need to have acess to the model @dense peak

dense peak
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oof

muted sorrel
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I'm trying to a retexture of a vehicle added by another mod. I can get the texture to work, when I manually add it in the editor. When I load my mod, I can see the new vehicle in the arsenal, but it has the default skin, and I get the error message "Cannot load texture". Does anyone know what the reason could be?

grand warren
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wrong texture path in the config

muted sorrel
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My current path is "(addon name)\data\ (texture name).paa". From what I have read, that should be the correct one?

versed nacelle
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\<mod_name>\addons\<addon_name>\path\to\file

muted sorrel
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Would the modname then be the full "@ Mod Name" of the folder?

versed nacelle
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depends on the path you have on your P drive

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in short; the path inside mods equals the path on your P drive

muted sorrel
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But should mod name be the folder name or the name I've given it inside the config?

versed nacelle
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folder name

frigid escarp
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@muted sorrel dont let yourself get confused by wrong information here

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pastebin your config and the rpt with the error

muted sorrel
frigid escarp
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  1. define only what you change
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  1. get used to do proper naming
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_1 is no good

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  1. how do you pack your reskin?
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Warning Message: Cannot load texture finnish_tank_skins\data\t26_fi_co.paa.

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either pack from x:\finnish_tank_skins ( x = any drive )

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or use pboprefix with supporting tools (ie mikero)

muted sorrel
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I've now tried "c:\finnish_tank_skins\data\t26_fi_co.paa" and that doesn't work either.

frozen blade
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is c your p drive letter?

muted sorrel
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I haven't been able to figure out what the p drive is, so I'm not sure.

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My game is on c drive.

grand warren
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I haven't been able to figure out what the p drive is, so I'm not sure.
oh boy... hold on

warm nexus
grand warren
warm nexus
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Is there any reason why updating and replacing one of my textures on a uniform would cause ALL OF THEM to disappear

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Just to add a bit of detail, there’s about 15 or so uniforms all vanilla, now I updated one texture, the nato uniform and it caused them all to vanish which aren’t even the same model. All the textures are in the mod folder, the config is correct but they still go

nocturne lake
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Probably missing a comma in an array, or a semicolon somewhere

warm nexus
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That’s just it though my config hasn’t changed and was working perfectly before, I only updated 1 texture

silver gull
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could also be that you packed a wrong folder previously without noticing, now you chose the right (and put in erroneous config). Happened to me a few times.

warm nexus
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Maybe, I’m gonna mess with it more later and see what happens

dense peak
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What tool do I need for making a flag?

full quarry
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if its a texture of a flag, then any image editing tool you want to learn to use should work

night root
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How to retexture helmets?

mint harbor
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Does anybody by any chance have a neophron template?

full quarry
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@night root like any other object, by drawing a new texture file, creating a new config for your new item and packing those up into a pbo (not using PboManager!)

fallen cloud
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Sup Guys, anyone here who knows a good way to create Preview Uniform Pictures for the Arsenal?

grand warren
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oh, wait...
arsenal

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sry

fallen cloud
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All good

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I still need Help with the Previews tho, if anyone has an Idea about that Stuff here...

full quarry
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simples way probably is to take a screenshot of it and edit it into an icon

nocturne prairie
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I need the transparence texture over the rvmat and not over the "texture path in OB". should work?

full quarry
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What texture?

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Rvmats by default do not handle the same texture as the P3d texture path

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So I would say no, that won't work. @nocturne prairie

stark lichen
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Anybody have a nice texturing template for the Ifrit?

full quarry
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have you checked the BIforums yet? I recall there was a thread for texturing templates

stark lichen
craggy pewter
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hey is there a Texture Template for A149 gryphon

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i looked in the Bohemia Interactive Forums and in armaholic and i didn't find any Texture Template for A149 gryphon

nocturne lake
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BI released one with the Arma 3 samples on Steam

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SteamApps\common\Arma 3 Samples\Art\JetsDLC_Textures

craggy pewter
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Ok I will see it ...

craggy pewter
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@nocturne lake i download it and thank you it actually will help me a lot

copper elbow
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Hey guys what would be the best up-to-date guide on making reskins?

lethal condor
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Every retexturing guides are up-to-date, since nothing has changed in these years

copper elbow
lethal condor
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Just search by their names

copper elbow
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Ah alright, thanks

full quarry
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yes well steam guides may or may not be valid

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id start from BI forums

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the actual making of things part on that seems ok

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but the initial preparation and external sources are outdated

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and the finalization too

frigid escarp
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@copper elbow what are you starting with - paa or psd/tga? plus do you want to work with free tools only? and what is the scope of the changes?

burnt fern
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My game does not load the retextured stuff in-game after I returned the retextured files from GIMP photoshop back to the files in the game section of folder. Do I have to convert it to a .paa file? What should I do after that?

lethal condor
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Again, the way you did to make a MOD is completely wrong. You did nothing with the game. I don't know what guide you followed, but you should follow it from start to the end, step, by, step, without skipping any

burnt fern
#

Which one?
And how wrong was it?

lethal condor
#

What is which one?

burnt fern
#

I’m retexturing clothes and gears

burnt fern
#

And well, I’ve said that I used the .paa texture files from the game directory

lethal condor
#

Not sure you meant

#
  1. Extract texture
  2. Make a (re) texture
  3. Convert the texture to paa
  4. Make a folder and put the paa
  5. Make a config
  6. Pack the folder to make pbo
  7. Make MOD folder
  8. Load the MOD folder to Arma 3 Launcher
  9. Launch with the your MOD
  10. Enjoy

How to make retexture things step by step

#

Assume you already passed 0 and 1, and know how to do 2 and 3

burnt fern
#

So I’m at the (re)texture part?

lethal condor
#

I think so, and already completed

burnt fern
#

Anyone explain how config and mod folders work? Where can I find them?

#

Sorry I’m new to this mod creation on my part

lethal condor
#

What is the vest you wanted to retex? You want to make your own vest entry (like making another entry to Arsenal) or just retexture a vanilla vest?

burnt fern
#

Retexture a vanilla.

#

The Carrier GL Vest, u know, the one with bicep Guards?

lethal condor
#

Which one, by the className? If you don't know about className, here's how to get it: go to the editor, place a player, equip the vest you want to retex, launch the mission and run this code in Debug Console from esc menu:

vest player;```
burnt fern
#

I’m not on my laptop right now

#

But just like that?

lethal condor
#

Yes

burnt fern
#

Do I get to keep it without coding it in every time whenever I play the game? After the Editor stuff u said?

lethal condor
#

Keep... what?

burnt fern
#

I don’t have to code it in every time I want to use the retextured vest?

lethal condor
#

Yes

#

I mean, no

burnt fern
#

Oh thank god

#

So making a config is the editor thing?

lethal condor
#

No

#

It's external and can't be modified in-game

burnt fern
#

But how do I make a config and what does it do? Can I skip?

lethal condor
#

You can't. I'll make it and explain it after

burnt fern
#

Okay

#

And steps 6 to 8 pls. Sorry for the inconvenience. Just new to this.

lethal condor
#

Step by step. Try not to skip

burnt fern
#

Okay

#

I’m no computer expert

lethal condor
#

Neither

burnt fern
#

So I really need a detailed tutorial from 4 to 8

#

So yea. Steps 4 to 8

lethal condor
#

Step by step. I'll explain it after so just give me the className

burnt fern
#

For which ones?

burnt fern
#

That’s the next step after the “convert to paa”?

#

I can’t access the computer now

burnt fern
#

Is there a way to recolour all the textures of an item black?

lethal condor
#

Yes but is that even related to your current question?

#
class CfgPatches
{
    class YourAwesomeVestRetexture    //Change this to your own name
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"};    //Determines the config load order. A3_Data_F_Oldman_Loadorder is the last config in vanilla so this config will loaded after the vanilla config
    };
};

class CfgWeapons
{
    class baseClass;    //This is the base config. You need to declare it first
    class TheVestYouWantedToRetex: baseClass;    //The config that inheriting the base config. More info at https://community.bistudio.com/wiki/Class_Inheritance
    {
        hiddenSelectionTextures[] = {"YourFolder\pathToYourAwesomeTexture.paa"};    //This determines the texture of the item
    };
};```Basically config looked like this
burnt fern
#

Where to find it?

lethal condor
#

?

burnt fern
#

Where do I find the config?

lethal condor
#

Make it

#

It's step 4

burnt fern
#

What?

lethal condor
#

What?

burnt fern
#

I’m no coder

lethal condor
#

But you can't avoid

burnt fern
#

How am I supposed to do it?

burnt fern
#

Like in a new folder?

lethal condor
#

Yes? I don't know what you're talking about

burnt fern
#

I have to create a new folder and write down the following stuff?

lethal condor
#

Yes. But the example config won't do anything

#

More like, will throw an error. Since they are using temp stuff

burnt fern
#

I’m doubtful as to how to do

#

Is there a place where I can find all these?

lethal condor
#

All of what?

burnt fern
#

All the codes for the files

lethal condor
#

I can't understand

#

Just follow some guides. It's not even hard

burnt fern
#

Is there a location for the coding or do I have to write from scratch

lethal condor
#

Either

burnt fern
#

Wait

#

Where can I find the codes

lethal condor
#

???

burnt fern
#

U said either

lethal condor
#

What is “the codes?”

burnt fern
#

Such as the example u gave

lethal condor
#

I wrote

burnt fern
#

WHAT???

#

Bruh

lethal condor
#

What is what?

burnt fern
#

U coded that whole thing

lethal condor
#

Yes?

burnt fern
#

What app did u use?

#

Notes?

lethal condor
#

N++

burnt fern
#

The app?

lethal condor
#

Notepad++

burnt fern
#

Oh

grand warren
lethal condor
#

Windows' notepad will also do but HIGHLY not recommended

burnt fern
#

Y

grand warren
#

download n++ and compare it to windows notepad. you'll see the difference and why pretty fast

burnt fern
#

So I follow @lethal condor format?

#

I’ve got the codes done (from the files)

#

What’s next

burnt fern
#

That’s next?

lethal condor
#

You didn't even completed 4 yet

burnt fern
#

To code?

#

I pasted in from the .paa file

lethal condor
#

Just follow my instructions please?

burnt fern
#

Okay?

#

Wait

#

I’m supposed to do 4 or the editor?

lethal condor
#

Do the thing in editor so you can complete 4

burnt fern
#

What???

lethal condor
#

What?

burnt fern
#

Umm

#

How is the editor supposed to help with completing 4?

lethal condor
#

Don't complain, just do

burnt fern
#

I mean how

lethal condor
#

Just do

burnt fern
#

How? Paste the config into editor?

#

The menu

#

?

lethal condor
#

...?

#

...Listen here, I'm out. Go bother someone else please, I'm tired

burnt fern
#

I’ll ask the others

copper elbow
#

@frigid escarp Thanks but I'm letting it go for a while, just cant get my head around it and I need to get better with photo editing softwares too

full quarry
#

@burnt fern there are tutorials on BI forums and BI wiki has examples character encoding guide. To make mods like this you will just have to suck it up and learn how to do the things it needs.

burnt fern
#

Oh okay thanks for the info

frozen blade
burnt fern
#

By the way, anyone knows y my Global Mobilisation character file is corrupt?

frozen blade
burnt fern
#

I finished everything for the mod in the format

#

...\Steam\Steamapps\Common\ArmA 3@Mod_folder_1\Addons[mod files (.pbo & .bisign)]

#

In the files

#

Why is my retexture mod not working?

warm nexus
#

Define not working?

frigid escarp
#

pastebin your config and how did you make the pbo

burnt fern
#

I made it by compressing the files into the PBO app

#

Basically I made the the .paa files into png, photoshopped it in GIMP, turned it back to .paa, replaces the original texture files, did the coding stuff, pack the coding notes and the retexture files under a single folder renamed “mods”, and finally, compressing it into pbo and added into the ARMA 3 Battleye menu mod section

#

The coding is quite similar to this but for the Carrier GL Rig.

#

class cfgWeapons
{
class ItemCore;
class Vest_Camo_Base: ItemCore
{
class ItemInfo;
};
class V_vest_new: Vest_Camo_Base
{
author = "Splendid Modder";
scope = 2;
displayName = "New Vest";
picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
model = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"};
class ItemInfo: ItemInfo
{
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
containerClass = Supply80;
mass = 15;

        class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
        {
            class Chest
            {
                    hitPointName = "HitChest";
                    armor = 16;
                    passThrough = 0.3;
            };
        };
    };
};

};

#

Do anyone know what I messed up?

frigid escarp
#
  1. replaces the original texture files
  2. no mention of custom texture and namespace from your pbo
  3. poor class name + no tag
  4. what is "PBO app"
  5. whats "3 Battleye menu mod section"
#

the process should be:

  1. make a folder on P drive. ie p:\MyTag\MyTag_SuperReskinTest
  2. add a config.cpp in there with cfgPatches header + correct requiredAddons + minimal config referring to your texture(s) in \MyTag\MyTag_SuperReskinTest (or \MyTag\MyTag_SuperReskinTest\Data
  3. put your texture(s) in there
  4. use a decent pbo packer (ie pboproject - requires full p drive setup; aka A3 data unpacked)
burnt fern
#

???

#

What do each of them do

grand warren
#

answer his questions first pls

burnt fern
#

I use PBO manager

grand warren
#

and that's your very first 🦆 up

burnt fern
#

What

grand warren
#

it's not suited for modding

#

not at all

#

like... ZERO

#

hold on a sec... i'll shoot you some links

burnt fern
#

Everyone in the video tutorials use it

full quarry
#

video tutorials for modding are made by people who just want the clicks and views

grand warren
#

and that's your second 🦆 up: videos

burnt fern
#

F*ck

full quarry
#

there are few decent ones but most are rubbish

burnt fern
#

And do I need my original files back?

grand warren
#

read carefully, NO shortcuts

#

you "P Drive" is where all the magic / dev will happen

burnt fern
#

Oh thanks

#

I’m retexturing vests and uniforms btw

grand warren
#

doesn't matter. the basic dev env is the same for all. texturing, modeling, terrains...

burnt fern
#

Oh ok thanks so much

#

Do I need to recover my original files before the retex?

#

Like do I? Or I can just use the updated and replaced file?

grand warren
#

best to start from scratch to avoid taking over old mistakes

burnt fern
#

Oh 🦆

#

I lost the old textures

grand warren
#

i guess texture files are ok.

burnt fern
#

Oh phew

#

Thanks 4 ur help

grand warren
#

you also need to have a good folder structure on your p drive for your mod:

p:\<your tag>\<your mod>\config.cpp

example:
p:\pfs\pfs_retex\config.cpp

only folders that include a proper config.cpp will be packed with pboProject to
pfs_retex.pbo

it is also advice to use all lowercase for files and folders. linux servers are very picky

burnt fern
#

Oh

grand warren
#

your mod folder that you then can launch must look like this:
@pfs\addons\pfs_retex.pbo

burnt fern
#

Owe u one

burnt fern
#

The stuffs in the armadocs were mostly blocked by Windows Defender

#

What should I do

grand warren
#

what? never seen that

#

add it to the white list / exceptions

burnt fern
#

How

#

Is there a white list or should I disable the defender?

full quarry
#

opening up the website gave you a warning?

#

what was the exact wording

burnt fern
#

And it also said that it blacked the site

#

Blocked

#

I can’t run

burnt fern
#

“Windows blocked the website”
“Don’t run”

#

Microsoft Defender SmartScreen prevented an unrecognisable app from starting. Running this app might put your pc at risk

#

I still ran lol

silver gull
#

like a gangster

dusk blaze
#

recently, some rvmats have not been consistently working

burnt fern
#

Why can’t I post pics in this chat?

grand warren
#

for good reasons (spam, ect...)
use image hosters like imgur, ect

full quarry
#

Or have your own private paste server on discord where you can paste stuff and then copy links from.

burnt fern
#

Okay

versed nacelle
#

The whole "Getting Started" section

#

and "Project Setup -> Folder Structure" is a good read as well, depending on the mod you're making

burnt fern
#

Well character retextures are a bit different from terrains I guess...
Are there steps after the two mentioned sections? My previous attempt got me complete retextured files in the directory.

#

That link is for another question

frozen blade
#

a. why do people wanna take screens of their monitor with a phone, when you can have a dedi key on the keyboard...
b. the question makes little sense - which part of the script are the gloves?
c. have a look over - https://discord.gg/2tEVuy

dense peak
#

Dude, I hate when people do (a.) to me aswell. this one person keeps doing it in my discord and im extremely close to telling him off for sending me unreadable pictures....

#

@burnt fern anyways it seems your looking for a specific part in the uniform to retexture, what worked for me is having arma open in one monitor and the texture in another. and staring really hard for a bit to see what parts corresponds correctly 🤣 . I know of no better way to do this, but untill someone can possibly tell you a better way thats your best bet

#

If I couldnt tell from that, I would just use numbers and place them on the parts of the texture I didnt know and loaded the texture into the game to better see what it is

full quarry
#

You apply something like this (uv checker texture)

burnt fern
#

And arma3p keep saying that there are existing files and that it cannot continue. Any ideas on how to clear those files beforehand?

full quarry
#

what does it say exactly

#

never seen or heard it say anything like that

burnt fern
#

It says that there files of some files already exists

full quarry
#

maybe take a screenshot

#

and from now on always take a screenshot of an error you get

burnt fern
#

But can’t send here

full quarry
#

you upload it somewhere (imgur, your own discord server, private chat, steam) and then link here

main vapor
#

Hello everyone quick question im getting into RVMATS and at the top of RVMAT in notepad ++ what colour format do you use i know its RGBA but how do they get the colour values in decimals because all i see in photoshop and other clours they use hex codes or RGBA that is always above 0. but in the RVMATS ive seen they have values like "0.69999999"

full quarry
#

1,1,1 is white, 0,0,0 is black

main vapor
#

what websites do you use as a colour reference to get colours in decimals

full quarry
#

I swing it,

#

or value in gimp/ps divided by the max value it can have

#

but you dont usualy need to mess with those values alot

#

at least the diffuse ones

#

it is better to adjust textures themselves most of the time

versed nacelle
#

just use a calculator:

rgb_value / 255 = value you need

main vapor
#

Ah right i got you when working out the math like you said with dividing so lets say i have rgb values like 119 63 191 what would you divide by

#

ah

#

ty

#

so i would divide all of the 3 rgb values by 255

versed nacelle
#

yup

main vapor
#

thanks 🙂

deft mortar
#

hey everyone. kinda going crazy with some paa image creation... so context: making Slideshows with ACE, using their module.

I have a bunch of image files to use as slides. I've converted them from png to paa at various resolutions a crazy amount of times (256 * 256, 1024 * 512, base rez, 1024 * 1024...), but the paas keep having their colours inverted - even when I manually changed the RGB channels to BGR channels, trying to just bypass the colour change 😦 i'm out of ideas, anyone have an idea of what i'm overlooking here ?

not sure if this is the best channel, if needed i can move my post somewhere else!

thanks in advance 🙂

pale bough
#

can you show one of the PNGs you try to convert?

deft mortar
#

yep wait 1

#

(couldnt upload img here)

pale bough
#

that's a wrong resolution

deft mortar
#

i changed it to 1024*512 in one of my tries, didn't work either

pale bough
#

that should have fixed it

#

are you using the _co suffix?

deft mortar
#

nope

pale bough
#

see if that helps maybe

#

also, what are you using to convert?

deft mortar
#

TexView2, i choose the DXT5 option

pale bough
#

use the ImageToPAA tool instead

deft mortar
#

alright!

#

just exported the following img : https://i.imgur.com/AI8nLVA.png by drag & dropping the png on ImageToPAA.exe. I didn't add the _co suffix yet, will do if it doesn't work.

pale bough
#

imagetopaa also has a gui you can use fyi

deft mortar
#

i'm good w/ using the .exe, but yeah. thanks a lot for the help ❤️

pale bough
#

but yeah, don't use texview for converting to paa

#

it'd be like building PBOs using PBO manager :p

deft mortar
#

oooh. fair

#

hadn't seen it that way but makes sense

pale bough
#

texview works fine for the other way around though, paa to png

#

and is as far as I know also the only way

deft mortar
#

yeah ahah

#

also much less sensitive on the end format. paa seems to have quite the specific encoding

full quarry
#

texview should work too if you have the _suffix correct

#

the suffix is what dictates what parameters are used for the conversion

#

and yes it does

deft mortar
#

aaaah. cheers

full quarry
#

And of course the resolutions have to be in power of 2

deft mortar
#

yep. didn't know the _suffix would impact how the file was converted by texview

dense peak
#

Do I use Texview to do retextures?

#

Sorry I'm new to using tools

grand warren
#

no, you use software like gimp, photoshop, substance painter for texturtes

visual agate
#

does anyone know if the Rooikat 120(?) classname = B_AFV_Wheeled_01_cannon_F is able to be retextured? config says it has hiddenselections, but its not taking my textures

#

nevermind. apparently i had to stop it from using either of the current textures. very strange

molten scarab
#

Hello,
I'm trying to create a beer bottle. I've made the model and got it in-game, but when i try to make the textures for the "bottle", I can't make the glass part of the bottle to be see through so I can see the contents of the bottle. Is it a shader setting that needs to be changed or how can i create a glass texture that allows me to see what's inside the bottle?

I have taken some pictures to show what it looks like now;
https://cdn.discordapp.com/attachments/587776185401081886/742054912833093674/20200809181946_1.jpg

And here is a picture where my player is clipping through the bottle and the "beer" texture is showing;
https://cdn.discordapp.com/attachments/587776185401081886/742054927404105829/20200809182035_1.jpg

I keep running into the same problem where the glass of the bottle isn't transparent , some help would be greatly appreciated!

frozen blade
#

post the rvmats

#

transparent and non transparent parts should not be using the same textures / rvmats

#

does the glass mesh have any thickness or is it just a a simple surface

molten scarab
vocal copper
#

what's the best way to convert a texture to _CA with alpha channel?

#

if i convert a .tga file, imageToPAA doesn't recognize the alpha

#

if i convert a .png file, the alpha is there, but my model is bugged in the game

#

the issue i am having with my model is 100% my texture, because if i use a _CA from the vanilla game, the model does not bug out (object see-through bug)

full quarry
#

Feed texturename_ca.tga/png to imagetopaa

vocal copper
#

yea, that's what i did

full quarry
#

Is it in correct resolution?

vocal copper
#

i have no idea why it doesn't recognize stuff correctly

#

2048

full quarry
#

What do you pack it with?

#

Also how does the object bug?

vocal copper
#

pboproject, you can see grass, etc. shine through the model

full quarry
#

Are you mixing transparent parts and non transparent parts on same texture?

vocal copper
#

nope. i can pm you the texture if you want

full quarry
#

I'm on mobile atm so can't so anything about that today. Try using a _CO instead and see what that does

vocal copper
#

ok

#

heh why the hell... imageToPAA doesn't convert the _CO correctly with alpha. i don't understand what's going on now.

#

this was never an issue before

full quarry
#

_CO has only 1 bit transparency, so on or off

#

It is possible your tools have something broken if the conversion rules do not work.

vocal copper
#

i'm using the stuff from a3 tools

full quarry
#

They can break too sometimes.

#

But it's just a slight possibility

vocal copper
#

is there a technical difference when going from .png or .tga?

full quarry
#

Don't think so.

vocal copper
#

if i just open my source file with texview2 the png will show transparency, the tga won't

full quarry
#

Tga conversion does not work if the tga is compressed

#

Perhaps a problem in the saving of the tga?

#

Wrong bit depth or something

vocal copper
#

it's 8bit

#

ok, _CO compiled doesnt show any transparency at all.

#

makes no sense to me

vocal copper
#

this texture is driving me mad

#

if i merge my stuff into a vanilla texture and save it, the thing works ingame

#

but as soon as i take out the vanilla stuff... the texture will break the object again

frigid escarp
#

isnt the type and naming just convention? AFAIK texview converts based on detected image "compression"

severe rune
#

texview compresses as texconvert.cfg dictates

#

and texconvert.cfg detects it by suffix

silver gull
#

cant detect compression on an uncompressed image 😛 ...
I didnt have much success with alpha in .tga either, so for everything alpha i just use png

#

And remember that _CO + alpha means 1bit alpha, and _CA+alpha means 8bit alpha

#

if you want to use _CA with supershader, forget it - unless you are happy with it not receiving shadows

vocal copper
#

i just want to use it for a road sign :p

#

but i'm obviously too stupid to make it work

sly iron
#

can anyone help with my clothing texturing

#

it says the my .paa isnt found yet its in the correct mission file and im putting this code in debug

#

player setObjectTextureGlobal [0, "\fbiman.paa"];

#

ive sorted it 😉

sly iron
#

does anyone know the code to change the vest in editor and not the actual clothes only the vest

#

for carrier light

vocal copper
#

pretty sure that doesnt work

pale bough
#

you can not use setobjecttexture on vests or helmets

#

only uniforms and backpacks

vocal copper
#

i fixed my texture problem with adding forceNotAlpha 1 to my geo

sly iron
#

class Custom_Vest2 : Vest_Camo_Base {
scope = 2;
displayName = "Custom Platecarrier";
picture = "-";
model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"Custom_Uniform\Data\kiiika_fan.paa"};
class ItemInfo : VestItem {

        uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
        containerClass = "Supply120";
        mass = 80;
        armor = 5*0.5;
        passThrough = 0.7;
        hiddenSelections[] = {"camo"};
    };
};
#

is there any problems with that code?

#

for a vest

full quarry
#

Are there symptoms of a problem in game?

keen jasper
#

Lads im trying to retexture a Vanilla baret i want our unit logo/pin on it is is possible to 'hide' the patch that is on the baret or is this not possible since it is on the 3d model

full quarry
#

what patch exactly?

vocal copper
#

well if you retexture it anyway then just put alpha on the place of the emblem

#

or wait, i think there is no alpha. but you can just paint over it anyway

keen jasper
#

Im using the headgear_beret02_colonel

#

Yeah i want only the Pin of our selfmade logo not the textures behind it so its only a Pin

vocal copper
#

you have to edit the normal map and the smdi as well

keen jasper
#

what is the normal map called i found the SMDI

keen jasper
#

thanks

#

ill have a try on it

keen jasper
#

colors worked only the patch is still visable

shell bone
#

Hey there, does anyone have a swatch for any of the us4ces camos?

ebon bramble
#

Hey there, does anyone have a swatch for any of the us4ces camos?
@shell bone
like the colors?

shell bone
#

Yeah, I'm just looking for a decent tileable camo sample.

mortal cloud
#

I have made flag textures of the UK's, Canada's and the US' naval ensigns. The UK's and Canada's work without any issue but the US' always throws an error at the end of the mission loading.

The issue could be that the US' naval ensign does not have the same proportions as the others (namely it's shorter) but anticipating that that could cause a problem I did not make the image shorter, rather I made the hind part completely transparent since \a3\data_f\flags\flag_white_dmg_co.paa also has transparent parts in it but even though I made the hind part of the US' naval ensign transparent instead of making the image shorter it still throws that error. (Strangely enough when you just ignore the error the flag is displayed flawlessly in-game.)

Any idea why the US' naval ensign is causing that error and how I could prevent it from doing so?

nocturne lake
#

Not easy to guess when you don’t mention what the error message actually says

mortal cloud
#

It says it failed to load the texture which is bullshit considering it is clearly there and visible once you are actually in the mission.

mortal cloud
#

@nocturne lake That's the error message:

"Cannot load texture mpmissions\mp_warlords_large_02.altis\image\flag_us_ne_co.paa."

warm nexus
#

You checked the path is correct?

full quarry
#

That's not a valid path

mortal cloud
#

@full quarry Yes, it is valid. That's exactly where that file is located on the server.

Also as I said earlier, once you have actually spawned the flag is displayed flawlessly. If that path was actually invalid the texture shouldn't be visible in-game or am I mistaken?

full quarry
#

¯_(ツ)_/¯

#

ive been under the impression mission paths start from the root of the mission folder

#

Also thought this was a config path not a mission path

verbal briar
#

is there anyone that has any experience with making mulit-material rvmats? and if so, would they be willing to help me out. I have the link for BIs tutorial but i learn better if i am actually shown.

frozen blade
#

shown what? @verbal briar

verbal briar
#

the process of making a multimaterial. I have a new building that i have made up and i am using substance painter to texture it. I was told that making multimaterial rvmats are better overall

#

hope that makes sense

frozen blade
#

did you read this

#

multimat uses 4 texture set basically

#

so you get better texel density than using a supershader for instance

verbal briar
#

i have read through that. i guess i am not getting it. i will keep digging though

mortal cloud
#

@full quarry I am not entirely sure what you are saying but all mission folders have to be put into the mpmissions folder.

Also it isn't a config path since it's a custom texture so it is part of the mission folder.

keen jasper
#

So when i retexutre and i make the different maps like _SMDI / _NOHQ and the _CO with Gimp how can i have them combine ? is there something i need to do in the config or just make sure its all in the same folder

nocturne lake
#

@mortal cloud He's saying that paths to files in a mission folder begin at that folder. So are just called _object forceflagtexture "\image\flag_us_ne_co.paa" for example.

#

@keen jasper need to write a .rvmat file and use hiddenSelectionsMaterials

keen jasper
#

roger @nocturne lake on to google then cheers

with hiddenSelectionsMaterials can i also cover up the patch ?

https://imgur.com/a/L92CBE5

First image arma 3 beret
second i want to make it like that (not the color but empty beret)
third i have someone making our own pin and want it to show like that

or is this not possible due the 3dmodel

nocturne lake
#

I haven't looked at the specific model but I think it's possible because BI have variants of the same model without that embroidered shield patch IIRC. I think the Gendarme beret from Apex covers it with a different normal map, for example

#

Also, I don't know whether hiddenSelectionsMaterials still has issues on gear items headgear, uniforms etc. I know it was fixed on weapons by reyhard but not certain about the rest

keen jasper
#

cheers ill try it around thanks for the helpo

mortal cloud
#

@nocturne lake Oh, yeah, that's exactly what I put in as the path in the init section but the error lists the whole path apparently.

#

@keen jasper need to write a .rvmat file and use hiddenSelectionsMaterials
@nocturne lake I don't know if that has anything to do with my problem but I made the flags as .png-files and then converted them to .paa-files with TexView 2 (Arma 3 Tools).

keen jasper
#

is there any 'special' program to write an rvmat or just use notepad and save it as rvmat

nocturne lake
#

@mortal cloud I would recommend using imageToPAA, it'll tell you if the image you want to convert is unsuitable

frozen blade
#

notepad @keen jasper

#

or a better version of it like notepad++

keen jasper
#

yeah using the notepad++

#

cheers for the help all

frozen blade
keen jasper
#

its says Cannot Load material file taskforcegrid\addons\taskforcegrid\data\gridberetblack.rvmat

is that because of the path or the bug?

nocturne lake
#

Path probably

mortal cloud
#

@nocturne lake Ok, thanks alot. I will try that.

#

@nocturne lake Ok, I converted all of them using imageToPAA without any issue now. I will try putting the new files on the server. But does it make any difference in the end whether the files were converted via TexView 2 or imageToPAA?

nocturne lake
#

I don't think it makes much difference. They use the same formatting rules from texConvert.cfg Wouldn't be surprised if they're just different GUIs for the same conversion .exe, but I do personally favour imageToPaa simply because it's easier to just drag the files into the UI and convert them

#

I only use texView to view .paa files (as the name implies really) from the Arma 3 data and convert it to .tga

minor perch
#

Recently I noticed that addon builder also convert the png into paa... if you let binarize textures (iirc). I suppose this uses the same engine as imagetopaa (with same results)?

frozen blade
#

a. unless you are experienced, i'd stay away from PNG files, and use TGA instead, since that uses the same channels information and bits/channel as PAA files
b. do not use addon builder for anything if you don't wanna go around and try to figure out why some things are not working without and sort of dedub tools in place

#

a. additional information - PNG files have transparency by default enabled (depending on software that can vary when it comes to saving these). TGA files need an explicit alpha channel set to get that transparency to work. I have seen countless times when people have kept alpha information in _co textures leading to weird results. Also, PNG supports 16bit/channel, while TGA supports, just as PAA, only 8bit/channel.

mortal cloud
#

@frozen blade So you are suggesting that I have the flags as .tga-files and then convert them into .paa-files?

Also how to I make parts of the flag transparent in .tga-files? (PS: Using GIMP 2.10.8)

frozen blade
#

again, i am not saying that .PNG files are not working correctly for conversion, i am saying for all intents and purposes, i find TGA to behave precisely the same as PAA files, without the aggressive conversion that is.

#

for people who are starting and have less background information about various raster file types, it is advisable to use TGA instead of PNGs

minor perch
#

Thanks for the info re. TGA. That is very insightful. Considering I do not do advanced modding addon builder fits my needs, but if I do something more advanced I will consider another option

frozen blade
#

not a GIMP user, but i guess you can do it like you can in PS = use an explicit alpha channel (which you might need to manually add in your channels list)

mortal cloud
#

@frozen blade Ok, as far as I know the only flag that is causing any trouble is the US' naval ensign a considerable part of which is transparent (since it is shorter that the usual flag format).

So what would you suggest I do? It is not that it is not working in-game (it is working just fine) but it is throwing an error after mission loading every single time and not just in the logs (I wouldn't mind that too much as long as it's working which it is) but in-game which is a problem since it makes it look like there's actually something broken which (as far as I can see) it isn't.

frozen blade
#

that also depends on how the mesh UVs are set for whatever you wanna use that flag for

#

so you might need to compensate by deforming the texture, or clipping it

mortal cloud
#

@frozen blade I have used the default white flag (\a3\data_f\flags\flag_white_co.paa) as basis by converting it into a .png-file and then colouring it (and in case of the US' naval ensign deleting the excess part aka making it fully transparent).

nocturne lake
#

Also how to I make parts of the flag transparent in .tga-files? (PS: Using GIMP 2.10.8)
@mortal cloud alpha channel. This is how .paa files have transparency too

frozen blade
#

so that is a 32bit (4channels x 8bit/channel) TGA

#

hope that makes sense

#

@mortal cloud also, btw, since the default flag is co not ca (https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules) you won't be able to force it to render with _ca transparency if it's just a retexture and you are not doing the mesh yourself (engine needs the mesh to have an alpha _ca applied in order to consider it alpha enabled on build)

mortal cloud
#

@frozen blade I have used the default white flag (\a3\data_f\flags\flag_white_co.paa) as basis by converting it into a .png-file and then colouring it (and in case of the US' naval ensign deleting the excess part aka making it fully transparent).
I didn't say that the default flag was ca...

frozen blade
#

i dunno what you are trying to do

#

i was just raising a concern

nocturne lake
#

_co works with 1 bit black/white alpha

mortal cloud
#

@frozen blade I have never used _ca as an ending. The US' naval ensign's file name is flag_us_ne_co.paa.

frozen blade
#

@mortal cloud \a3\data_f\flags\flag_white_co.paa (512x256px) that has no alpha channel

#

is what im trying to say

mortal cloud
#

@frozen blade But \a3\data_f\flags\flag_white_dmg_co.paa has to have one since it's partially transparent.

frozen blade
#

you can check the textures yourself

mortal cloud
#

I did.

vocal copper
#

co can have "soft transparency" but the borders will glow

#

better to use ca

frozen blade
#

...ok dude, you do you then

mortal cloud
#

@vocal copper So you are saying I should just change the file name from flag_us_ne_co.paa to flag_us_ne_ca.paa?

vocal copper
#

just try

#

then again, if the model file doesnt have a _ca texture then i think it wont work either

#

actually maybe that's why the _co worked, because the texture path in the model is with _ca

#

who knows

mortal cloud
#

Suppressing that error from being shown would be sufficient for me personally since the texture actually works in-game just fine...

full quarry
#

did you fix the path to start from the mission folder yet?

mortal cloud
#

@full quarry There was nothing to fix because it was already starting from the mission folder itself. It only showed the whole path in the error message.

keen jasper
#

So i got my mod working all fine but i starting up with more mods now and i get this popup no entry 'bin\config.bin/CfgPatches/Grid.units'

full quarry
#

missing stuff in your configs

#

check your cfgPatches class

keen jasper
#

Oke will look that out not sure where to look since I have no error with only that mod loaded

mortal cloud
#

@full quarry this forceFlagTexture "image\flag_us_ne_co.paa"; That's the code from the flag pole's init field.

nocturne lake
#

Both _co and _ca should be working for making non-standard shaped flags. I just tested a _co alpha texture (on the woodland one) and _ca alpha (on the desert one) So I can only guess this is either a problem with the way you're calling the texture, or the conversion process

#

Those were converted ohio_co.tga and ohio_ca.tga to paa using imageToPaa and added to the vehicle init with this forceFlagTexture "ohio_co.paa" once the .paa file was pasted into the mission folder

mortal cloud
#

I noticed that while I was in the editor I could even place my custom flags on the flag pole of the USS Liberty but when I was on the server the pole was empty.

nocturne lake
#

There's a note on https://community.bistudio.com/wiki/setFlagTexture NOTE: In MP this command has to be executed where Flag Pole is local. If you add Flag Pole in the editor, it will be local to the server, so executing setFlagTexture on the server will change flag texture on all clients. The command is also persistent and is synchronised for JIP clients. Possibly different conditions applies for forceFlagTexture etc.?

mortal cloud
#

I don't know. All I know is that I get an error but everything works fine...

keen jasper
#

so i made the rvmat i first had problem with the cannot load material now i got that fixed got another error now cannot load texture _nohq

Im working on a Beret fyi

warm nexus
#

Check your paths are correct

mortal cloud
#

@nocturne lake @full quarry @frozen blade I solved the problem. I found out by trial and error that you cannot let the server execute the forceFlagTexture command because it won't work and you when you do let the server execute it you will get the error message I got but if you let the player execute the command locally everything works just fine which is also why even though I got the error message it still showed the right texture in-game because the player (in this case me) was also executing the command locally.

frozen blade
#

@severe rune since i know you 🦆 will all a3 shaders, can you share a bit of light on superext?

#

any a3 assets using these? sufixes etc ? i remember a post about addon builder / mikero not being able to pack these a few years back

nocturne lake
#

Don't think anything in A3 is using it. I remember Pennyworth finding it in ToH a few years ago and testing it out in Arma to see if it works, and it does to some extent. .rvmat is more of less the same as super shader but has stage8 for _em.paa //stuff PixelShaderID = "SuperExt"; VertexShaderID = "Super"; //more stuff class Stage8 { texture = "hsim\structures_us_h\city_buildings\04_offices\data\cb_04_em.paa"; texGen = "1"; };

frozen blade
#

yeah, cheer @nocturne lake, was trying to find the suffix since @severe rune already published the stages

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@nocturne prairie ^^

grand warren
#

testing it out in Arma to see if it works, and it does to some extent
it does work pretty good iirc
when i test ported seattle, all buildings _EM worked flawlessly

frozen blade
#

idea is to see if you can use it on anything else but buildings, which i assume is possible

full quarry
#

Interested to hear how that goes. Never got around trying it out and totally forgot about it. Could be useful

nocturne lake
#

IIRC the strength of the illumination is quite limited in comparison to .rvmat-based emissive but works fine in so far as the pixels in the _em map do indeed show up in the dark

severe rune
#

was trying to find the suffix
for suffixes you can look at TexConvert.cfg
Not sure if em is neeeded, I think co would work too

#

keep in mind that it requires 8 stages, which means you NEED to use texGen's

dense peak
#

Is there a way to get uv maps from vanilla assets to retexture them? I wanted to make a flat OD and tan texture for the CSAT SAM launcher and radar

full quarry
#

no

#

just the textures can be obtained and pained over

#

assuming they are not in EBO

#

and assuming the launcher and radar have hiddenselections

dense peak
#

How do I get the textures?

full quarry
#

you extract it from the game files

pale bough
#

I'd be surprised if they don't have hiddenselections

nocturne lake
#

You can get UVs from T_D's ODOL converter. The LODs of the model will be scrambled as-per the tool's design to prevent theft, but the UVs remain intact

ivory hedge
#

I have made the PNGs for the vests and uniforms in ps but I have no clue how to load them in while i am playing arma so that I can test them out. I have turned the PNGs into .paa format I have done the config This setObjectTexture [0, "file_name"]; (for me it looks like) mb setObjectTexture [0, "La_Familia_Vest1.png"] and when i do the exec i get an error message saying that the file is not found even though I put it in the mission file

full quarry
#

the commands cant use png

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would need to be "filename.paa"

#

your textures dont have correct suffix naming either

ivory hedge
#

ok what would the correct way be? As I said im new to this and I want to figure it out lol

frozen blade
#

@steel oriole @severe rune can this be pinned plox

severe rune
#

first need to get that name fixed

full quarry
#

@knotty marsh 👆

knotty marsh
#

at work now

severe rune
#

@Puf u once you edit the link to "Arma" I'll pin it :3

ivory hedge
#

i renamed the files to "vest1_lafamilia_co.paa" is this correct? the co was the suffix in ps export settings

full quarry
#

the original file needs to be named somethingsomething_suffix.file

#

and then converted to paa

ivory hedge
#

alright ill redo that

#

"vest1_lafamilia_co.jpeg"

full quarry
#

also in the BI wiki there is a character encoding guide that could be helpful

#

and BI forums have also lot of topics about it if I recall right

ivory hedge
#

yeah ive been following guides but I cant seem to get it to work but im gonna try again now

pale bough
#

do you have the arma 3 tools installed?

#

ImageToPAA is pretty handy

ivory hedge
#

yeah it always fails for me lmao i just use texview and save as .paa

pale bough
#

😟

full quarry
#

it should not

#

tool related problems should be solved so that you can actually do stuff right

ivory hedge
#

i just verified the integrity of the tools and they were all good ig ill reinstall them all

full quarry
#

are you running them from the launcher?

#

or from shortcuts

ivory hedge
#

from launcher

full quarry
#

launcher is rather problematic as most of the time it works quite poorly. It is recommended to run the programs without it

#

PMCwiki has steps to install tools and P drive and Mikeros toolset which could be helpful

ivory hedge
full quarry
#

well jpgs are not supported texture format

knotty marsh
#

(@frozen blade you can edit the link ArmA → Arma, the page has been moved)

full quarry
#

and vests cant be accessed with that command anyway

#

also

ivory hedge
#

what command do i use then?

full quarry
#

none

#

they cant be textured like that

#

they need configs

#

also your file extensions are hidden

#

so your files names are poop

#

its probably name.jpg.jpg or something like that

ivory hedge
#

i made file extensions visible and fixed the file names. Ill work on making a config i guess

frozen blade
#

(@frozen blade you can edit the link ArmA → Arma, the page has been moved)
@knotty marsh done, that's how it was diplayed on google

knotty marsh
silver gull
#

i think the actual usage of pinned links is so that we can copy paste them easier, not because anyone would look at them 😄

severe rune
#

thats correct

frail crag
#

Anyone have experience reskinning the Guerilla sweater unit? I'm having a hell of a time getting it to skin properly. The texture applies, but it's referencing the bump map to the standard combat fatigues instead.

silver gull
#

normal map is applied by rvmat.

pale bough
#

are you applying it to the sweater uniform n stuff?

frail crag
#

I referenced the class class B_G_Soldier_LAT_F; for cfgvehicles and then class U_BG_Guerrilla_6_1; for cfgweapons. It usually takes the rvmat and normal maps with it.

minor perch
full quarry
#

png might be more stable/easy to use though

#

tga by default export/save settings does not always work

nocturne lake
#

Sure that's not the other way around? Since .tga is always 8-bit per channel where you can have 16-bit .png and the tools wont convert those

full quarry
#

tga in some tools is saved with compression on

#

which can be problem for people who dont know that

nocturne lake
#

Amusingly, the screenshot command spits out 16-bit .pngs so you have to make editorPreview images 8-bit before you can convert them

frozen blade
#

@minor perch biki is edited by people from the community

#

i also never said PNG cannot be used

#

i just said that TGA is better for new people for a number of reasons

#

is also behaving exactly the same as .PAA

#

i’ll edit the wiki at some point to explain it there as well

minor perch
#

I think your explanations were indeed interesting and could help people not necessary aware of these aspects (like I was), and that would want a more elaborated explanation than just "use this over that" or "preferred".

pseudo wolf
#

One message removed from a suspended account.

frozen blade
#

yes

dense peak
#

Hey anyone got texturing experience and is willing to teach/help extensively

frozen blade
dense peak
#

thank you

full quarry
#

for general texturing techniques there are a lot of tutorials for wide selection of programs

grand warren
#

First of all, you need to know how to use the graphics software. There are quite a few around. As HG said, go for tutorials on how to use those.

full quarry
#

In case there is no one with time to collaborate with that.

main drift
#

Hello, first off im not sure if this is the right place to ask the question. in that case please let me know so I can find the way around better for the next time.
My question is related to a .paa file so texture?

Either way.
Im planning on using a preexisting script that makes it look like the player wears a gasmask.
Basicly just adds a hud to the interface.

Problem with the current .paa that covers it also covers the hud where ammo and granade type is shown, (top right corner)
The absolute easiest way to solve this would simply to make the top right corner of the .paa transperent.

I have no clue whatsoever how to to this. and for a guy with the right program and knowledge this would be super easy and quickly fixed.

Is there anyone that could help me out with this?

Thank you.

full quarry
#

setup your texture to draw under the existing elements?

main drift
#

wouldn´t that just look weird with an line above where it looks normal?

#

and then having the "hud" below it

full quarry
#

I dont think the texture hole would work due to different UI scaling

main drift
#

It worked out, a very kind soul solved the problem by making the top right tranperant in the .paa file, thank you for your time 🙂

full quarry
#

be vary of the issue diffeerent UI scales can have then

main drift
#

Copy that.

dense peak
#

Does arma support multiple UV maps? I want to use tiled textures for wall and floor of a building but I'd like to bake the lighting in using blender. Or should I just use one big texture for the interior if I want to bake lighting?

full quarry
#

for buildings like that Arma uses mutlimaterials

#

multimaterial uses 2 uvsets where 1 is used by non repeating textures like mask, MC, AS/ADS that cover the whole model and then second set that is used to position tiled textures

#

so MC and AS could likely be used for the baked in lighting

dense peak
#

Alright

odd crane
#

Is there a way to make addon builder automatically convert .png files to .paa like it does with .tgas?

jaunty depot
#

Is there any way of retexturing Arma buildings like the Cargo buildings legally. It doesn’t work with hiddenselections.

full quarry
#

no

jaunty depot
#

I thought that’d be the answer thanks.

full quarry
#

never hurts to ask. But a this point Arma 3 is pretty old already. Its quite rare to find some idea that no-one has done before

spark shore
#

do materials mirror along a texture?

full quarry
#

Can you explain more what you mean? @spark shore

spark shore
#

say I mirrored a model
and of course its UV mirrored aswell
if I change the rvmat of a face in OB
will its mirrored part have the same rvmat ingame?

full quarry
#

Well if you assign it the same rvmat then yes?

#

Mesh is mesh no matter how you produce it

spark shore
#

oh alright though rvmat was related to the UV

full quarry
#

The textures in it are projected by the uv mapping yes

balmy belfry
#

is there a secret to getting colors correct in arma? the lighting always seems to be cause the colors to be incorrect and I cant figure out why.

grand warren
#

It's often trial and error. If you use substance painter, there's some sort of "pbr to arma shader" thingy (not sure how to call it) that eases your life.

#

I'm on mobile so no way for me do look it up for you. Maybe smb else can

balmy belfry
#

well i pulled dedmens fork of the shader but im having issues understanding how to properly use it. Thanks for the pointer though.

novel silo
full quarry
#

possible wrong paths somewhere

#

or wrong type of textures

novel silo
#

all texture are confirmed to read correctly with textview2

#

well, UVeditor couldn't read them

#

🤔

full quarry
#

what is it packed with?

#

did you check it out in buldozer?

novel silo
balmy belfry
#

Usually when rvmats come out black your are re-binning a binned rvmat.

full quarry
#

Packing I meant into pbo

novel silo
frozen blade
#

@patent patrol you need to up the default rays a lot

patent patrol
#

Fairly sure i have them almost maxed. 😬

#

I do sometimes wonder if it's just limitation of my version of SP. It is fairly old.

frozen blade
#

back in the day you could push the secondary rays up to 1000

#

now max is 256 irc

patent patrol
#

Not in mineee. 😄

#

you need 2 pass bake in ADS.
What did you mean by this?

frozen blade
#

try the following

max occluder distance - 0.2 ~ 0.5
distribution - cosine
ignoire backface - ticked
self occlusioon - always
attenuation - linear```
patent patrol
#

That might have just done it. Preview in buldozer mind you so not super accurate. But certainly better than it was.

frozen blade
#

ADS stands for Ambient Diffusion Shadows

#

unlike AS - ambient shadow(s)

#

it contains one additional channel, and that is diffusion shadow

#

ADS are nonlinear sRGB 8bit, unlike AS

#

so, channels
a. R - white
b. G - ambient occlusion / ambient shadow (the difference is that occlusion is suppose to be shown no matter what, while shadow is shown just when the object is not in direct sunlight)
c. B - diffuse/diffussion shadow - which in general, you would need to manually adjust a bit

patent patrol
#

So G channel can come from a regular AO bake. But would you really pack normal diffuse information into the B? Or build that channel from the diffuse?

frozen blade
#

sorry, i meant G needs a bit of adjustment

#

to be less black overall

#

example of a custom building i was doing, before the ADSHQ update BI did

#

left G, right B channels

#

that being said, i was just looking over how they did the adshq update

#

which is new even for me, when i did work on tanoa, this wasn't the case (example 3)

#

so it seems info is a lot more crushed (most likely post, because no software bakes it like so)

patent patrol
#

Hmm

frozen blade
#

the above is an exterior btw

#

weird a bit

patent patrol
#

Oh.

#

That's, different.

frozen blade
#

btw, not all content has been updated

#

it seems that exterior is full white in B channel, where meshes overlap is also full black, interior is full black

#

in any case, i used to bake AO twice. it seems BI changed their workflows about the same time they did the tank dlc

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and not every asset is updated from ads to adshq (which is recommended because compression is better)

patent patrol
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Will have to do some tests with baking AO into G and then full black into B on the interiors for these modules.

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Thanks for the info.

frozen blade
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in fact i get why they did this, because i used to use the MC map to darker further some areas

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which means now, it can be used to ramdomize / color areas freely and get variation while using the same actual tileable texture sets

white cargo
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does ads mean you can exclude lightmap in mc?

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I've put the AO bake in mc still while using ads

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should I?

frozen blade
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seems that isn’t the case anymore @white cargo

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you should also use adshq

cinder spruce
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Shalom, I need some help regarding texturing. I want to make some skins for a pilot helmet, and I have no idea, never done it before.

full quarry
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you would need to either find a template file for helmet texture or if none are available make your own from the helmets texture that you extract from the game data (preferably by setting up the P drive addon development environemnt and the Arma modding tools) and then you open up that file in your choice of image editing program (GIMP, Photoshop, Paint or any other like that) and then draw over the texture what you want it to have

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after that you would create config files for a new helmet object that would use your new texture

cinder spruce
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Yes, I have a template, but the rest of that sounds super complicated.

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I've never really dealt with Configs or anything of the type.

full quarry
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well that is something that cant really be avoided

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there is a BI wiki page about character encoding that can be helpful

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and the wiki also contains pages that explain how configs work

cinder spruce
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Can you recommend a YouTube video to assist me?

full quarry
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no

cinder spruce
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Calm

full quarry
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?

cinder spruce
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Well reading a wiki page won't help me make it.

full quarry
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there are few good tutorials related to full making model and putting that into game but those might not be suitable for what you are doing

cinder spruce
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I need something that will guide me

full quarry
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Its not impossible that there is a video that can do that, but I dont know of any and in general Arma modding related videos have been full of errors

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but you also do not need a video to guide you. it will just take longer time and effort to read and try out things on your own.

cinder spruce
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Sorry chap, didn't see the no cursing rule.

vocal copper
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it's on the forum or something. i got reminded a couple times, but i already forgot. :>

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in any case, you likely get a notification soonish 😄

full quarry
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There is always the edit message function. Lets you correct mistakes

vocal copper
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but where is the fun in that!

lethal condor
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Everytime I see “any good tut to make retex?” I feel we need to make one in BIKI

full quarry
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True. Its one way to gain attention from our daddyLou

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It pretty much comes down to those who make stuff and have the know-how dont have time to write such.

vocal copper
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*motivation

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:p

full quarry
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And its not like the information we who have been around for long time learned from is gone

vocal copper
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tbh, the only hard part about learning to retex is understanding the config structure

full quarry
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I think the BI wiki page is very nice for that

vocal copper
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as example that "vehicle" is not just cars, but also soldier classes

full quarry
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it was lot harder to figure out in the olden days

silver gull
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handing them the knowledge how to retex on a silver platter? That would set false expectations for the rest of how arma modding is 😄

pseudo wolf
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One message removed from a suspended account.

lethal condor
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Resolutions must be 2^n

full quarry
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wrong/no suffix when converting to paa/ wrong resolution

lethal condor
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Also suffix, yeah

pseudo wolf
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One message removed from a suspended account.

full quarry
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yes

weary spoke
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hey guys, i am trying to convert a png to paa

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it is 1024x1024, 16bits everything should be working but it is failing to process

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it processes a png i knew that would work so its just the pictures, i have no idea what i did wrong

lethal condor
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How did you do that?

weary spoke
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? do what