#arma3_texture
1 messages · Page 42 of 1
You want to find the config, the texture, or even the model?
Either way, the best way to find is just looking at config viewer
yea, mainly the texture and uv-map
Then look for hiddenSelectionTextures[] config
so im really new and in way over my head...where is the config viewer?
Config viewer is to view configs... accessible from Eden Editor
ah ok, tracking
@spark shore did you try copy pasting just parts of the model into a new OB
and see if you have the same issues
with just full opacity and/or full transparent objects/textures?
hi, i have a question ? someone know how to preview a retexture in real time on the game ?
Real time, nope.
You can try
https://community.bistudio.com/wiki/setObjectTexture
@frozen blade didn't seem to work
@spark shore what didn’t?
copypasting
expand
expand?
without any ca it just works of course
with just ca it works since its supposed to be transparent
so somehow the ca turns every other texture transparent
even if you put a simple procedural color box or smth in the ca exclusive p3d?
yeah it happens no matter what I use
its defenitely OB related
unlikely
not sure what else it could be
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
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
oh, i forgot to ask:
m81 pattern to generate content, or mods to play that have the pattern?
Mods @grand warren
@summer oasis
CUP Units have them.
wrong channel btw
probably needs correct texture suffix and alpha channel removed
dont mix transparent and non-transparent surfaces on same texture
Okay thanks
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).
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)
"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)."
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?
No idea. Its a dayz thing.
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.
Aye, it is a shame. I appreciate the response, tho, Goaty
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?
I hope you rename your smdi into nohq
and no you cant do it in Arma
it has to be done in image editor
I hope you rename your smdi into nohq
@full quarry I know, I just replaced the picture directly, haha
it has to be done in image editor
@full quarry Need to re-bake normal texture?
it might work if you invert the green color channel of the normalmap texture. that should be equivalent to flipped Y axis
but that problem might not be a texture issue but a shading/soft/hard edge issue
I'll try
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
I hope you have made good resolution lods to that gun
it looks very high poly
thats not good for game models
if a gun takes same performance as 10 tanks
Looks like I still need to fix this
what is the tri count of the gun?
tri count?
Accessories and weapons body 67,719
yeah thats like a tank or plane worth of polies
thats not a game model
am I to assume correctly that it does not have resolution lods either
67k. lol
sometimes i think there was a real reason to keep the max polycount up to 32k vn
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"
really? has been happening aince a2, to a less defree
sure... but now theres lots more places to get assetts from (including marketplaces of the game engines)
*degree
and because of server monetization taking shortcuts now seems to be the new norm (i pay u 20 quid for this thing ok)
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 ...
we'll see what will happen with the next/future instalment
Is it possible to add working wound textures to someone else's uniform model? For personal purposes.
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
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.
those work only if the model originally is configured and set up to use them
since you say working wounds I assume they dont work in the original
and that you can not do
meme
?
I can't find enoch uniforms file location
thoug they were in characters_enoch but that doesn't exist
What
the textures location from enoch
Look in Eden's config viewer... should give a hint 😉
I'm literally there but not sure where to look
if I had to guess its in cfg weapons
still pretty vague
Yeah. And you can access all Cfgblah config from the config viewer in Eden. Sorry on my phone
found it
and as I though its in charactes_f_enoch
which apparently is not in the files?
weird
should recheck my p drive
wait its not even in the default arma Pbos
thats weird
it is in the Pbos
but was missing some files for some reason
solved it with a cache verify
Uh... how do you not have characters_f_enoch ... I do
Oh... okay 😉
Yes. ALWAYS verify after an ARMA update... Steam can suck
first time I had that happen after 5 years
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...
Game ran fine ... given I do not use vanilla weapons I guess
I just realized I've been modding for a week without actually opening arma
can someone retexture for me? who can make a belgian f16 skin?
@hard pike
move your post to #creators_recruiting please
yes
Does anybody know if i can have a global jpeg file that would work on any skin?
Or something that i can do to replace a character texture with the same one no matter the team/unifor
Uniform
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.
Does anybody know which .paa file the C_man_fugitive_F uses?
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 😉
Thx
Where can i find the arma 3 contact dlc skins?
or i can see them only if i have the dlc?
afaik is the Contact DLC not available yet (at least not everything)
like I said, not everything from the Contact DLC is available for modding (yet), so it's possible that you can't find it
aight
C_man_p_fugutive_Fdoesn't have hiddenSelections (afaik), so can't be retextured.
HoweverC_man_p_beggar_F(same model!) usesA3/characters_f/civil/data/c_cloth1_v2_co.paa😉
@versed nacelle also for this, i exported thec_cloth1_v2_co.paabut when i try to set it to the character nothing happens
and the color of his shirt for me is blue but in the texture file it's yellow
and how are you setting the texture?
this setObjectTexture [0, 'texture.jpeg'];
what happens when you use
this setObjectTextureGlobal [0, "#(rgb,8,8,3)color(0,0,1,1)"];
the model should become blue
hmm... guess that unit can't be retextured
weird, because the config has a camo section 🤔
How can i find wich texture belong to a model
check the configs
which you can do in the editor Tools > Config Viewer, and than you'll have to find the config of the unit
Aight thx
Could also be that you are not using correct file format for textures...
i am using jpeg
We can't edit B_soldier_AAR_F top?
found it using the config viewer
so i think i need to find the texture of U_B_CombatUniform_mcam_tshirt
if anybody can help me
It's camo2 selection
where
What where?
what pbo file
Isn't it even matter?
How did you?
this setObjectTextureGlobal [2, "#(rgb,8,8,3)color(0,0,1,1)"];
Because it doesn't have selection by default; make your own config
ah
What programs are used to make uniforms and that type of stuff?
In the terms of models, many with Object Builder, in the terms of textures, many
modeling:
blender
maya
3dmax
modo
texturing:
photoshop
gimp
substance painter
many more
Alright thank you
zbrush
marvelous designer
Can someone convert a .paa image to RGBA/DXT5? I've been trying everything I can find online for the past 4-5 hours.
Semedar, you use texview to save a TGA?
Saving to TGA will give me an error hold on
Just open it up in texview, save as, choose all files, then change the extension to .tga
But you need to convert from .paa to tga
Only way I know to do that is through texview
are you using the one from arma3tools?
The ones from Steam yeah
send me the .paa
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?
@frail crag not possible
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?
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?
it is already a PSD file so I don't think format is an issue :p
On the behalf of a friend of mine planning to enter the A3 realm of work. Show some love :)
^
their work is the best texture work ever created around fabric materials for use in games/CGI
That's cool
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
best to copy paste the hands from the sample character
gotcha thanks
thats some insane resolution there... turned down to ... regular arma levels it would get flattened
poorly. Cant have micro detail normal PLUS regular normal.
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
Hello, Can anyone help me generate my own inventory items icons? (Retextured vanilla items)
Just use the vanilla ones, not really like anyone’s gonna notice tbh
I have my own berets and I think that people can tell blue or black ..
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
Thanks
@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.
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.
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
Oh nice. Thanks to both of you! 🙂
Exist for this any video ? where showing how this use ? 😄
Every time i render only vanilla items .. no my addons items.
What?
@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..
Oh
hello
could anyone help me out
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
the original texture is from GEIST-A3
if you need more info lmk
please read https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide, which will explain how to add uniforms (and therefor retextures) to the game
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
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).
@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.
^ This is very true, and learning to not rush things and take your time
I agree I still have to remember to be patient and not get angry with what im doing or nothing will get done
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 🧠
hello
so ive been doing texturing for a few hours
and i have a few questions
#1 are the geist devs in this disc bc i cant find where their FJ m35 stahlhelm model is stored
or a config that has the model path
any help would be appreicated
appreciated
@full quarry its a ww2 mod
GEIST A3 is a reskin mod for IFA3
google some reskins YT videos to learn about the process
also BIKI has some guides still valid
@frigid escarp ya i checked geist and ifa3 i cant find this specific model that geist uses
im trying to make a retexture
You don't need model for retexture
Only the classname to inherit from
Retexturing is done with hiddenselections in config
anyone know how to randomise a set of numbers on a texture
like so every time u spawn a unit its a diffrent set of numbers
or is this not possible
No idea what textures you're talking about so. It must be possible though
@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
If the object is not set up for such then only way is to paint multiple texture files with different numbers on them
K
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
to do that you need to have acess to the model @dense peak
oof
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?
wrong texture path in the config
My current path is "(addon name)\data\ (texture name).paa". From what I have read, that should be the correct one?
\<mod_name>\addons\<addon_name>\path\to\file
Would the modname then be the full "@ Mod Name" of the folder?
depends on the path you have on your P drive
in short; the path inside mods equals the path on your P drive
But should mod name be the folder name or the name I've given it inside the config?
folder name
@muted sorrel dont let yourself get confused by wrong information here
pastebin your config and the rpt with the error
@frigid escarp https://pastebin.com/zF85fTyP https://pastebin.com/VmZNNkvw
- define only what you change
- get used to do proper naming
_1 is no good
- how do you pack your reskin?
Warning Message: Cannot load texture finnish_tank_skins\data\t26_fi_co.paa.
either pack from x:\finnish_tank_skins ( x = any drive )
or use pboprefix with supporting tools (ie mikero)
I've now tried "c:\finnish_tank_skins\data\t26_fi_co.paa" and that doesn't work either.
is c your p drive letter?
I haven't been able to figure out what the p drive is, so I'm not sure.
My game is on c drive.
I haven't been able to figure out what the p drive is, so I'm not sure.
oh boy... hold on
Follow this bud https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
do some reading first
https://armadocs.gitlab.io/terrain/01starting/
Arma Terrain Documentation
Is there any reason why updating and replacing one of my textures on a uniform would cause ALL OF THEM to disappear
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
Probably missing a comma in an array, or a semicolon somewhere
That’s just it though my config hasn’t changed and was working perfectly before, I only updated 1 texture
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.
Maybe, I’m gonna mess with it more later and see what happens
What tool do I need for making a flag?
if its a texture of a flag, then any image editing tool you want to learn to use should work
How to retexture helmets?
Does anybody by any chance have a neophron template?
@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!)
Sup Guys, anyone here who knows a good way to create Preview Uniform Pictures for the Arsenal?
All good
I still need Help with the Previews tho, if anyone has an Idea about that Stuff here...
simples way probably is to take a screenshot of it and edit it into an icon
I need the transparence texture over the rvmat and not over the "texture path in OB". should work?
What texture?
Rvmats by default do not handle the same texture as the P3d texture path
So I would say no, that won't work. @nocturne prairie
Anybody have a nice texturing template for the Ifrit?
have you checked the BIforums yet? I recall there was a thread for texturing templates
Well you have https://forums.bohemia.net/forums/topic/185433-petes-texture-templates/ but the drive doesn't contain any templates for the Ifrit sadly.
EDIT: I spoke too soon, finally found it: https://www.armaholic.com/page.php?id=26979
hey is there a Texture Template for A149 gryphon
i looked in the Bohemia Interactive Forums and in armaholic and i didn't find any Texture Template for A149 gryphon
BI released one with the Arma 3 samples on Steam
SteamApps\common\Arma 3 Samples\Art\JetsDLC_Textures
Ok I will see it ...
@nocturne lake i download it and thank you it actually will help me a lot
Hey guys what would be the best up-to-date guide on making reskins?
Every retexturing guides are up-to-date, since nothing has changed in these years
I was reading this https://steamcommunity.com/sharedfiles/filedetails/?id=238437456 but all the programs they used arent available anymore
Ah alright, thanks
yes well steam guides may or may not be valid
id start from BI forums
the actual making of things part on that seems ok
but the initial preparation and external sources are outdated
and the finalization too
@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?
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?
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
Which one?
And how wrong was it?
What is which one?
I’m retexturing clothes and gears
And well, I’ve said that I used the .paa texture files from the game directory
Not sure you meant
- Extract texture
- Make a (re) texture
- Convert the texture to paa
- Make a folder and put the paa
- Make a config
- Pack the folder to make pbo
- Make MOD folder
- Load the MOD folder to Arma 3 Launcher
- Launch with the your MOD
- Enjoy
How to make retexture things step by step
Assume you already passed 0 and 1, and know how to do 2 and 3
So I’m at the (re)texture part?
I think so, and already completed
Anyone explain how config and mod folders work? Where can I find them?
Sorry I’m new to this mod creation on my part
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?
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;```
Yes
Do I get to keep it without coding it in every time whenever I play the game? After the Editor stuff u said?
Keep... what?
I don’t have to code it in every time I want to use the retextured vest?
But how do I make a config and what does it do? Can I skip?
You can't. I'll make it and explain it after
Step by step. Try not to skip
Neither
Step by step. I'll explain it after so just give me the className
For which ones?
Is there a way to recolour all the textures of an item black?
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
Where to find it?
?
Where do I find the config?
What?
What?
I’m no coder
But you can't avoid
How am I supposed to do it?
Like in a new folder?
Yes? I don't know what you're talking about
I have to create a new folder and write down the following stuff?
Yes. But the example config won't do anything
More like, will throw an error. Since they are using temp stuff
All of what?
All the codes for the files
Is there a location for the coding or do I have to write from scratch
Either
???
U said either
What is “the codes?”
Such as the example u gave
I wrote
What is what?
U coded that whole thing
Yes?
N++
The app?
Notepad++
Oh
Windows' notepad will also do but HIGHLY not recommended
Y
download n++ and compare it to windows notepad. you'll see the difference and why pretty fast
So I follow @lethal condor format?
I’ve got the codes done (from the files)
What’s next
That’s next?
You didn't even completed 4 yet
Just follow my instructions please?
Do the thing in editor so you can complete 4
What???
What?
Don't complain, just do
I mean how
Just do
I’ll ask the others
@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
@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.
Oh okay thanks for the info
also #arma3_config
By the way, anyone knows y my Global Mobilisation character file is corrupt?
dude, use the correct channels #global_mobilization ^^
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?
Define not working?
pastebin your config and how did you make the pbo
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?
- replaces the original texture files
- no mention of custom texture and namespace from your pbo
- poor class name + no tag
- what is "PBO app"
- whats "3 Battleye menu mod section"
the process should be:
- make a folder on P drive. ie p:\MyTag\MyTag_SuperReskinTest
- 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 - put your texture(s) in there
- use a decent pbo packer (ie pboproject - requires full p drive setup; aka A3 data unpacked)
answer his questions first pls
I use PBO manager
and that's your very first 🦆 up
What
it's not suited for modding
not at all
like... ZERO
hold on a sec... i'll shoot you some links
Everyone in the video tutorials use it
video tutorials for modding are made by people who just want the clicks and views
and that's your second 🦆 up: videos
F*ck
there are few decent ones but most are rubbish
And do I need my original files back?
@burnt fern
you need to have a working development environment first
follow the "getting started" part
https://armadocs.gitlab.io/terrain/01starting/
Arma Terrain Documentation
read carefully, NO shortcuts
you "P Drive" is where all the magic / dev will happen
doesn't matter. the basic dev env is the same for all. texturing, modeling, terrains...
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?
best to start from scratch to avoid taking over old mistakes
i guess texture files are ok.
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
Oh
your mod folder that you then can launch must look like this:
@pfs\addons\pfs_retex.pbo
Owe u one
“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
like a gangster
recently, some rvmats have not been consistently working
Why can’t I post pics in this chat?
for good reasons (spam, ect...)
use image hosters like imgur, ect
Or have your own private paste server on discord where you can paste stuff and then copy links from.
The whole "Getting Started" section
and "Project Setup -> Folder Structure" is a good read as well, depending on the mod you're making
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
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
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
And arma3p keep saying that there are existing files and that it cannot continue. Any ideas on how to clear those files beforehand?
It says that there files of some files already exists
maybe take a screenshot
and from now on always take a screenshot of an error you get
But can’t send here
you upload it somewhere (imgur, your own discord server, private chat, steam) and then link here
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"
1,1,1 is white, 0,0,0 is black
what websites do you use as a colour reference to get colours in decimals
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
just use a calculator:
rgb_value / 255 = value you need
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
yup
thanks 🙂
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 🙂
can you show one of the PNGs you try to convert?
that's a wrong resolution
i changed it to 1024*512 in one of my tries, didn't work either
nope
TexView2, i choose the DXT5 option
use the ImageToPAA tool instead
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.
imagetopaa also has a gui you can use fyi
i'm good w/ using the .exe, but yeah. thanks a lot for the help ❤️
but yeah, don't use texview for converting to paa
it'd be like building PBOs using PBO manager :p
texview works fine for the other way around though, paa to png
and is as far as I know also the only way
yeah ahah
also much less sensitive on the end format. paa seems to have quite the specific encoding
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
aaaah. cheers
And of course the resolutions have to be in power of 2
yep. didn't know the _suffix would impact how the file was converted by texview
no, you use software like gimp, photoshop, substance painter for texturtes
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
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!
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
@frozen blade I got it working in the end. I had to make sure the parts i wanted to be see through were on top in object builder. Messed around with the rvmat settings a bit and got a result I'm somewhat happy with;
https://cdn.discordapp.com/attachments/697770738001772634/742126726208815195/20200809230606_1.jpg
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)
Feed texturename_ca.tga/png to imagetopaa
yea, that's what i did
Is it in correct resolution?
pboproject, you can see grass, etc. shine through the model
Are you mixing transparent parts and non transparent parts on same texture?
nope. i can pm you the texture if you want
I'm on mobile atm so can't so anything about that today. Try using a _CO instead and see what that does
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
_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.
i'm using the stuff from a3 tools
is there a technical difference when going from .png or .tga?
Don't think so.
if i just open my source file with texview2 the png will show transparency, the tga won't
Tga conversion does not work if the tga is compressed
Perhaps a problem in the saving of the tga?
Wrong bit depth or something
it's 8bit
ok, _CO compiled doesnt show any transparency at all.
makes no sense to me
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
isnt the type and naming just convention? AFAIK texview converts based on detected image "compression"
texview compresses as texconvert.cfg dictates
and texconvert.cfg detects it by suffix
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
i just want to use it for a road sign :p
but i'm obviously too stupid to make it work
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 😉
does anyone know the code to change the vest in editor and not the actual clothes only the vest
for carrier light
pretty sure that doesnt work
i fixed my texture problem with adding forceNotAlpha 1 to my geo
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
Are there symptoms of a problem in game?
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
what patch exactly?
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
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
you have to edit the normal map and the smdi as well
what is the normal map called i found the SMDI
colors worked only the patch is still visable
Hey there, does anyone have a swatch for any of the us4ces camos?
Hey there, does anyone have a swatch for any of the us4ces camos?
@shell bone
like the colors?
Yeah, I'm just looking for a decent tileable camo sample.
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?
Not easy to guess when you don’t mention what the error message actually says
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.
@nocturne lake That's the error message:
"Cannot load texture mpmissions\mp_warlords_large_02.altis\image\flag_us_ne_co.paa."
You checked the path is correct?
That's not a valid path
@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?
¯_(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
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.
shown what? @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
did you read this
multimat uses 4 texture set basically
so you get better texel density than using a supershader for instance
i have read through that. i guess i am not getting it. i will keep digging though
@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.
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
@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
roger @nocturne lake on to google then cheers
with hiddenSelectionsMaterials can i also cover up the patch ?
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
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
cheers ill try it around thanks for the helpo
@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).
is there any 'special' program to write an rvmat or just use notepad and save it as rvmat
@mortal cloud I would recommend using imageToPAA, it'll tell you if the image you want to convert is unsuitable
@verbal briar maybe this helps a bit
its says Cannot Load material file taskforcegrid\addons\taskforcegrid\data\gridberetblack.rvmat
is that because of the path or the bug?
Path probably
@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?
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
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)?
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.
@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)
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
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
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)
@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.
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
@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).
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
8bit RGB + A manually added alpha
the alpha
so that is a 32bit (4channels x 8bit/channel) TGA
the converted PAA - left RGBA - right, just Alpha
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)
@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...
_co works with 1 bit black/white alpha
@frozen blade I have never used _ca as an ending. The US' naval ensign's file name is flag_us_ne_co.paa.
@mortal cloud \a3\data_f\flags\flag_white_co.paa (512x256px) that has no alpha channel
is what im trying to say
@frozen blade But \a3\data_f\flags\flag_white_dmg_co.paa has to have one since it's partially transparent.
you can check the textures yourself
I did.
...ok dude, you do you then
@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?
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
Suppressing that error from being shown would be sufficient for me personally since the texture actually works in-game just fine...
did you fix the path to start from the mission folder yet?
@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.
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'
Oke will look that out not sure where to look since I have no error with only that mod loaded
@full quarry this forceFlagTexture "image\flag_us_ne_co.paa"; That's the code from the flag pole's init field.
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
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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.
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.?
I don't know. All I know is that I get an error but everything works fine...
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
Check your paths are correct
@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.
@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
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"; };
His test objects https://drive.google.com/file/d/0BwA-UohiwA7CV3h6NkFGSkk0S3c/view
yeah, cheer @nocturne lake, was trying to find the suffix since @severe rune already published the stages
@nocturne prairie ^^
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
idea is to see if you can use it on anything else but buildings, which i assume is possible
Interested to hear how that goes. Never got around trying it out and totally forgot about it. Could be useful
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
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
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
no
just the textures can be obtained and pained over
assuming they are not in EBO
and assuming the launcher and radar have hiddenselections
How do I get the textures?
you extract it from the game files
I'd be surprised if they don't have hiddenselections
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
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
the commands cant use png
would need to be "filename.paa"
your textures dont have correct suffix naming either
ok what would the correct way be? As I said im new to this and I want to figure it out lol
first need to get that name fixed
@knotty marsh 👆
at work now
@Puf u once you edit the link to "Arma" I'll pin it :3
i renamed the files to "vest1_lafamilia_co.paa" is this correct? the co was the suffix in ps export settings
the original file needs to be named somethingsomething_suffix.file
and then converted to paa
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
yeah ive been following guides but I cant seem to get it to work but im gonna try again now
yeah it always fails for me lmao i just use texview and save as .paa
😟
it should not
tool related problems should be solved so that you can actually do stuff right
i just verified the integrity of the tools and they were all good ig ill reinstall them all
from launcher
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
alright ill go look into that. Here is what is my big issue though. https://gyazo.com/b2a29c933fec4441e26df9d5b3f91a18
well jpgs are not supported texture format
(@frozen blade you can edit the link ArmA → Arma, the page has been moved)
what command do i use then?
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
i made file extensions visible and fixed the file names. Ill work on making a config i guess
(@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
Yes I was referring to https://discordapp.com/channels/105462288051380224/105781923573456896/744919203047407617 ^^
I edited it just this afternoon
i think the actual usage of pinned links is so that we can copy paste them easier, not because anyone would look at them 😄
thats correct
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.
normal map is applied by rvmat.
are you applying it to the sweater uniform n stuff?
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.
https://community.bistudio.com/wiki/Arma:_Texture_Naming_Rules
@frozen blade you righteously directed the audience to this link, but the page says that PNG is the preferred format (over tga it seems to imply). Based on your explanations above, should not this be edited in the wiki?
png might be more stable/easy to use though
tga by default export/save settings does not always work
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
tga in some tools is saved with compression on
which can be problem for people who dont know that
Amusingly, the screenshot command spits out 16-bit .pngs so you have to make editorPreview images 8-bit before you can convert them
@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
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".
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yes
@dense peak #creators_recruiting
thank you
for general texturing techniques there are a lot of tutorials for wide selection of programs
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.
In case there is no one with time to collaborate with that.
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.
setup your texture to draw under the existing elements?
wouldn´t that just look weird with an line above where it looks normal?
and then having the "hud" below it
I dont think the texture hole would work due to different UI scaling
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 🙂
be vary of the issue diffeerent UI scales can have then
Copy that.
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?
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
Alright
Is there a way to make addon builder automatically convert .png files to .paa like it does with .tgas?
Is there any way of retexturing Arma buildings like the Cargo buildings legally. It doesn’t work with hiddenselections.
no
I thought that’d be the answer thanks.
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
do materials mirror along a texture?
Can you explain more what you mean? @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?
Well if you assign it the same rvmat then yes?
Mesh is mesh no matter how you produce it
oh alright though rvmat was related to the UV
The textures in it are projected by the uv mapping yes
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.
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
well i pulled dedmens fork of the shader but im having issues understanding how to properly use it. Thanks for the pointer though.
I made multi material rvmat but it goes all black
What I should do?
rvmat is here:
https://pastebin.com/hdAeM5z4
all texture are confirmed to read correctly with textview2
well, UVeditor couldn't read them
🤔
I packed with ImageToPaa
the render result is like this https://media.discordapp.net/attachments/320896410876772352/746914202224033882/unknown.png
Usually when rvmats come out black your are re-binning a binned rvmat.
Packing I meant into pbo
I succeed to reproduce patterned glass!
https://cdn.discordapp.com/attachments/738288971108319254/747467054403158106/107410_20200824234337_1.png
@patent patrol you need to up the default rays a lot
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.
try the following
max occluder distance - 0.2 ~ 0.5
distribution - cosine
ignoire backface - ticked
self occlusioon - always
attenuation - linear```
That might have just done it. Preview in buldozer mind you so not super accurate. But certainly better than it was.
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
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?
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
here's another
that being said, i was just looking over how they did the adshq update
and now seems things look like this anyways
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)
Hmm
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
and not every asset is updated from ads to adshq (which is recommended because compression is better)
Will have to do some tests with baking AO into G and then full black into B on the interiors for these modules.
Thanks for the info.
in fact i get why they did this, because i used to use the MC map to darker further some areas
which means now, it can be used to ramdomize / color areas freely and get variation while using the same actual tileable texture sets
does ads mean you can exclude lightmap in mc?
I've put the AO bake in mc still while using ads
should I?
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.
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
after that you would create config files for a new helmet object that would use your new texture
Yes, I have a template, but the rest of that sounds super complicated.
I've never really dealt with Configs or anything of the type.
well that is something that cant really be avoided
there is a BI wiki page about character encoding that can be helpful
and the wiki also contains pages that explain how configs work
Can you recommend a YouTube video to assist me?
no
Calm
?
Well reading a wiki page won't help me make it.
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
I need something that will guide me
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
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.
language #rules
Sorry chap, didn't see the no cursing rule.
it's on the forum or something. i got reminded a couple times, but i already forgot. :>
in any case, you likely get a notification soonish 😄
There is always the edit message function. Lets you correct mistakes
but where is the fun in that!
Everytime I see “any good tut to make retex?” I feel we need to make one in BIKI
True. Its one way to gain attention from our daddyLou
It pretty much comes down to those who make stuff and have the know-how dont have time to write such.
And its not like the information we who have been around for long time learned from is gone
tbh, the only hard part about learning to retex is understanding the config structure
I think the BI wiki page is very nice for that
as example that "vehicle" is not just cars, but also soldier classes
it was lot harder to figure out in the olden days
handing them the knowledge how to retex on a silver platter? That would set false expectations for the rest of how arma modding is 😄
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Resolutions must be 2^n
wrong/no suffix when converting to paa/ wrong resolution
Also suffix, yeah
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yes
hey guys, i am trying to convert a png to paa
it is 1024x1024, 16bits everything should be working but it is failing to process
it processes a png i knew that would work so its just the pictures, i have no idea what i did wrong
How did you do that?
? do what