#arma3_texture

1 messages · Page 43 of 1

lethal condor
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Also, any error logs?

weary spoke
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no just "Failed to convert"

lethal condor
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Which way you took?

weary spoke
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i can send you the files

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but they are 4 png files
all 1024x1024

lethal condor
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Which way you took I said?

weary spoke
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oh imagetopaa

lethal condor
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Can you open your png in TexView2?

weary spoke
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armatools

lethal condor
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?

weary spoke
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huh, no i can't

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So found out substance painter 2020 can only export texture at 8bit/16bit (afaik) thus should be converted to 24bit with like paint.net or photoshop

full quarry
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wut

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you dont need to convert anything to 32bit

pale bough
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shouldn't pngs be simply 8 bit?

full quarry
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yes

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the tools cant handle 32bit pngs

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@weary spoke

lethal condor
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...Just realized what you said. I've tested with his texture, and re-save it to 24bit and works. He typo'd

nocturne lake
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The .png 8/16 is per channel. i.e. the 8-bit .png is 8*4 = 32-bit. Which is the max that BI tools support for conversion, rather than 64-bit images

fading canyon
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I need some help with creating my own (skin) mod for Sab Secret Weapons: I have created additional config and packaged the skins. Now when I go to editor and change skin (right click vehicle and select change vehicle setup) I can select new skin and it is visible in preview. But as soon as I click “OK” it reverts back to default skin. I first thought it was the skin itself, but if I replace the default skin with my own it works just fine. I see no errors in log beside some “bad scalar” reports. Anyone know why this could happen?

full quarry
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You probs could ask from the maker of the mod how it's set up

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Or you have a config error

fading canyon
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I copied the config from Sab Liveries, which is another skin mod. Just changed the paths and names to my own skins. That’s the weird thing. The only difference is the size of my .paa files: mine are 1,5mb, the originals are 350kb. But when I replace files my skins work just fine.. 😶

frank lagoon
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how do i apply the texture to my custom obj file

frozen blade
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in OB? select mesh, press E, profit

dull rampart
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Does anyone have a good Tutorial for Mulit Materials other than the one from Mondkalb ?

full quarry
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thats pretty much it.

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what part have you problem with?

dull rampart
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i just wanted to know if there are any else since Mondkalbs is pretty old xD just getting started with it thats all ^^ thx anywas

full quarry
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the tech has not changed since

frozen blade
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@dull rampart you can drop questions here. a few of us know a bit of multimats, and it aint all that hard

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i suggest you have a look over the alterante way of displaying that rvmat

silver gull
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what kind of approach do you guys use for the blue channel in _ADS maps for buildings? I'm a bit confused what it should actually look like, the vanilla ADS are all over the place it looks like...

frozen blade
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full black / full whitte

silver gull
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hmm... and what about ADSHQ ? The carrier interior ADSHQ for example has G=regular AO, B= darkened AO, and alpha is same as B , which seems kinda redundant?

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airport terminal adshq has alpha + G as normal AO (identical values) and B black and white

full quarry
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ADSHQ has finer compression

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so less artifacts on gradient

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dont think Alpha matters in it

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could be just an oversight

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at least alpha has no documented use

silver gull
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alpha is utilized, if that is correct, but the description is contradicting itself too

full quarry
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indeed it seems so

inland stirrup
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anyone know how i can get the contact dlc textures? i saw alot of mods of retextures but bohemia aint unlocked it yet

full quarry
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you can draw a texture without the original too

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or you can project it on screen with script commands, make a capture and use that as a base

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and some of them might be released separately on the forums or in the sample models

frozen blade
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@silver gull i was meant to do some tests, but didn't get the time

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alpha is redundant afaik

silver gull
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aha good to know... i mean, its quite a bit of extra data "just for no effect"

frozen blade
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i would think it is the same as no and nohq

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different compression

full quarry
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I checked A3 ADSHQs and they do seem to have alpha in use

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but would have to test that on my own textures too

silver gull
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they use it but the question is what it does. Why double data in G and alpha

frozen blade
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hmmm...so...then the adshq is suppose to be 32 bit

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and yes, then why use both 2 channels for the same thing

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seems the sources are suppose to be the same - ie 24bit png/TGA

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weird sheet

silver gull
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nice safe

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welp, only graspable explanation to me seems that they use alpha, because compression in that channel is lower... and G is used for... backwards compatibility? who knows

frank lagoon
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@frozen blade i have applied the texture but it doesnt show up on the model

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also do i have to choose a material

frozen blade
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i am not sure what you trying to do

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or don't remember anyways

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doesn't show on model where? in OB, ingame, in bulldozer

frank lagoon
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ob

full quarry
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have you turned texture viewing on?

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and is your texture .tga?

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only .tga shows in OB viewport

frank lagoon
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tga

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how to turn on texture viewing

full quarry
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they are in the toolbar

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cant remember exactly where off the top of my head

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and have custom layout anyway

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the buldozer viewer is what can also use

frozen blade
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i think it is the button next to the DX logo thingy, should look like a checkerboard of sorts

full quarry
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sound about right ye

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standard new program use though is to explore what different buttons do.

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free pro tip on how I proceed with new programs

frozen blade
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except for any blender prior to 2.8x :))

full quarry
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😛

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worked fine there too

frozen blade
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not for me it didnt

frank lagoon
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i am unable to click show textures

full quarry
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you may need to click one of the others first

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show faces or somesuch

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cant show textures on a wireframe

frank lagoon
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ye its showing now

silver gull
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regarding ADSHQ - i tried with black G channel - doesnt work. So it definitely has a purpose
Tried with white alpha - couldnt see a difference to one with alpha (copy of G channel)

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also tried B channel - and just black and white is ugly - maybe someone took a shortcut for some buildings...
Especially if you have a longer overhang leading to the interior, you need to have a transition or it looks bad

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so i just use max Lighttracer AO bake for that, it has large (non adjustable) radius per default

cunning obsidian
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Hi folks, apologies if this has been asked a million times. I was looking at retexturing some civilian models. Has anybody got templates they're willing to share? If not no bother, just thought I'd ask and see if it would save me a wee bit of time.

silver gull
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ok, it looks indeed like ADSHG alpha channel is obsolete. I put a black white checker pattern in it, its impossible to see any of it in any way
both on Shadows=Ultra and Shadows=disabled

frozen blade
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you sure it doesn’t convert that on its own?

silver gull
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ah, yeah you are correct. input is enough without the alpha (which is good to know too)

white cargo
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so when making adshq it's virtually the same as ads?

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why does some enoch assets still use ads when they could use adshq?

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and as for that matter

silver gull
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if there is one guideline to arma assets its... "never assume consistency"

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and yeah, it looks like exactly the same input, except you put HQ at the end and imagepaa sprinkles some other kind of magic on it

frozen blade
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while i was doing assets for tanoa, i was doing 2 ao bakes, one softer and one darker for shadows - the ads was added later, and it seems that stuff that was updated with ads is using a different way of doing things

silver gull
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I will do B channel AO with such radius that any face interior without immediate vicinity to doors or windows is black. Then it still looks good on near transitions and interior will be consistent too
(i think 2 AO, one "light" and one slightly darker is bad for the simple reason that the daker one is like a mask to the first one, so if the mask is inconsistent across the room, it will would be exponential blackness in the corners and little/no blackness in middle of the wall

silver gull
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PSA - remember that there it is only a short time before its impossible to get a perpetual substance license. Just cancelled my subscription and got a perpetual

edgy palm
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I want to replace the texture on one of these "TripodScreen_CTRG_large_02" and need an example to edit. I found this path in the config: a3\missions_f_exp\data\img\lobby\ui_campaign_lobby_background2_co.paa but i can't find the PBO. Any trick to it?

lethal condor
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missions_f_exp is in the Expansion folder

edgy palm
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thx!

dense peak
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When making LODs do I need to make seperate low res textures or will arma automatically drop texture res over distance?

grand warren
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iirc arma / tools creates the mipmap by itself

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no need for extra low res textures

severe rune
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yes auto

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but for very low lods, you might wanna use no texture at all

silver gull
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if your model has many sections then you should eliminate them on low LOD / use low res texture if necessary

full quarry
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Because Arma uses inverted y axis (normalmap green color channel)

novel silo
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Is there a way to apply multiple emissive colors to a single object using a single rvmat?

nocturne lake
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SuperExt shader and an emissive map

novel silo
frozen blade
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no

dense peak
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Hi gents, I wanted to ask if there's a way to remove the gloves on a uniform?

versed nacelle
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Change the configs if it support separate textures for the gloves, or modify the model to remove the gloves.
The first option is easy IF supported and IF allowed.
The second option is easy IF you own the model, otherwise not possible

dense peak
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right, I used the base vanilla texture to start with

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so I should be able to do the config right?

versed nacelle
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if the model has the selections for it

dense peak
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right... I'm afraid I wouldn't know what to look for

frozen blade
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@dense peak can you be more precise about what uniform you are talking about

dense peak
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yes, the ig_guerilla4_1

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it's the short sleeve shirt with the fingerless gloves and the trousers

frozen blade
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you can try and check first if it has HiddenSelections

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_obj setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];
_obj setObjectTexture [1, "#(rgb,8,8,3)color(1,0,0,1)"];
etc should work, if it changes, you can change that texture

dense peak
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alright, thank you I will try this tomorrow as it is 02:00 👍

vocal copper
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i will try it now, because i am curious :>

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just have to find the uniform..

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it's part of the clothes

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no chance of removing that via setobjecttexture

white cargo
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suppose I don't need an _mc for certain multimat rvmats, what would be smartest, remove the stage with the mc, or just point the path to a really small empty dummy mc texture?

full quarry
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use procedural neutral MC value

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removing stages from rvmats will break them

nocturne lake
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texture="#(argb,8,8,3)color(0,0,0,0,MC)";

white cargo
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oh right

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though I have made rvmats where I've removed stages and they still worked

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does that work for other texture too I just replace the suffix name? eg. texture="#(argb,8,8,3)color(0,0,0,0,ads)"; ?

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or does that need different values?

full quarry
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some do yes

white cargo
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is there a list of these so I don't have to dig through rvmats?

full quarry
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the defualt rvmats in a3\data_f\ have good examples I think

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I've used those

white cargo
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alright

nocturne lake
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Might be on the biki actually. I think someone wrote example values

white cargo
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this rvmat still works though

nocturne lake
white cargo
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so for _adshq I can use same values as _ads?

nocturne lake
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If it's got 1 as the alpha value, I imagine so

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IIRC that's the difference between _as and _ads/_adshq, that the alpha channel contains shading info?

white cargo
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I'm not sure if it's supposed to, there was some discussion regarding it some time back and I think the conclusion was that the alpha channel was obsolete

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that biki link doesn't have a procedural value for smdi

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suppose I'll have to dig through some rvmats to find one

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what would I use for a _co?

full quarry
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is there any mask color that uses the that _co stage?

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some neutral value or black would probably be best

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in case mask mipmapping brings it up or something like that

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as procedural color that is

white cargo
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is there any mask color that uses the that _co stage?
no, I have a model that's only using two mask colors (black and red) so I'm trying to fill in the blue and green with procedural

full quarry
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#(argb,8,8,3)color(0.5,0.5,0.5,1.0,CO)

white cargo
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👍

full quarry
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mid grey should work

white cargo
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this looks about right?

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well, everything loads fine in buldozer, so I'm gonna assume there's no errors here

full quarry
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yeah if it works in BZ it should be fine in game

dense peak
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hi i wan to create a rvmat file which loads a texture can someone help me i have tried this but it dosent work:
Ambient[]={neon.paa};
Diffuse[]={0.5,0.5,0.5,1};
ForcedDiffuse {0.5,0.5,0.5,0}

full quarry
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what you have is all wrong

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there are exmaple rvmats in the a3\data_f\

dense peak
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oh

full quarry
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and wiki page about rvmats

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and you can also compared to other ready made rvmats from the excracted game data

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that should get you started

dense peak
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ok thanks

full quarry
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also if you are after neon effects thats not quite as easy as slapping a texture on a surface

dense peak
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it is just called so its just a test file

full quarry
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and surfaces do not emmit light

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alrighto

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also you will want to look into texture naming rules

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there is a wiki page about that too

balmy solstice
full quarry
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wrong rvmat setup

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you seem to have some uv distortions happening there too

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is this just baked on the vanilla character?

balmy solstice
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Hmm? The armor is not no.

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Undersuit might aswell be for how thin it is.

full quarry
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oh. the leg looks like its same as on the naked man

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also looks like your shadowlod is bugged

balmy solstice
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We need to fix the shadow?

full quarry
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is this a self made model?

balmy solstice
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Mhm

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Where'd you see the UV error so i can get it fixed?

full quarry
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well your texture ther got all kinds of weird distortions

versed nacelle
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like some random shoes sticking out of the armor

full quarry
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I think its the ankles sticking out of the shoes

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I dunno

balmy solstice
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So i need to redo the model?

full quarry
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I dunno, depends if you are happy with it

balmy solstice
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I want it to be good. I'm happy with the design, but i don't want their to be gameplay breaking problems with it like the shadow

full quarry
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well the shadow yeah is not good at all. it does not fit the shoes

balmy solstice
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If the ankle things is also a problem I'll have to probably re do it a bit since it comes about in arma from what i can tell.

full quarry
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joints dont like hard weighting

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thats something that need to be taken into consideration when modeling rigid armor pieces

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imo the ankle looks too thin but thats more a design choice

balmy solstice
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Yeah i've heard that a few times tbh. I'll look into fixing that and maybe thickening up the fore arm guards since they are a little thin

full quarry
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In the end it is up to you how you want it to look like. I personally like the more realistic dimensions but going the other way is just as fine if you like it

balmy solstice
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Is the color a problem in ARMA as well? I like the Pine green but i've heard darker colors in Arma can be a problem

full quarry
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absolute 0,0,0 black should be avoided

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at least on large surfaces

balmy solstice
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Hmm? The more realistic proportion we have currently?

full quarry
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no I mean if it was thicker

balmy solstice
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So you're suggesting we make the ankles thicker got it.

full quarry
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as for me it looks like its just ankle thats painted

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all I know it could be robotic though

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so up to you

balmy solstice
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Would it be better if we put the shin guards and ankles in with the uniform do you think?

full quarry
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in Arma gear yeah that would problaby be better idea

dense peak
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what is the right path in a rvmat file to load a texture from the mission file

full quarry
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assuming they are like vest or something at the moment

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why is everyone putting textures and materials in their mission files

balmy solstice
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Yeah only the feet are part of the uniform we can thicken the ankles and attach them to the uniform sounds good. Thanks for the help

dense peak
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because it is for a server where no mods needed

full quarry
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meh. its silly. its still modded stuff.. But anyway the mission folder starts the path folder structure

dense peak
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the file is in the main folder of the mission folder but it tells me that it isnt there

full quarry
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dunno, maybe rvmats dont work out of mission folders

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Im pretty sure they are not meant to be loaded from missions in masses

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its silly to say "non modded server" but then have all the modded content in it

dense peak
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mhm so i have to create a mod

full quarry
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possibly

dense peak
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😦

full quarry
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I dont get why you folks are against mods when you clearly dont play vanilla Arma

versed nacelle
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because L*fe gave them lemons

dense peak
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can i add textures in a server sided mod?

pale bough
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nope

dense peak
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but how can i then add textures from a server sided file in a rvmat file

pale bough
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you don't

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textures need to be on the client to work

misty sphinx
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Hey all, I am not really experienced in texturing. I am currently reskinning the CTRG British Rolled Uniform, I noticed they are mirrored. Anyone got any idea if there is a way to prevent that as I want to put something on the other arm patch

lethal condor
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If they're mirrored, they're mirrored. Period, there's nothing you can do

misty sphinx
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Dam, thanks for the response mate

wanton lake
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seems like my textures get significantly brighter and more saturated when i put them in game, and the only way ive worked around it is just doing trial and error with darkening and desaturating my texture enough so it looks normal once its in game. is there something im supposed to be doing before putting my texture in game to fix this or is this just an arma problem?

full quarry
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make the textures in correct shade to begin with

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what are you comparing to?/ where are you making your textures?

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9.9/10 the program you make textures with uses different kind of rendering environment

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so things do not look the same between the 2 programs

deft lantern
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I've seen a few people suggesting using a grayscale'd _nohq layer as the mask for uniform re-textures, to preserve the original pocket lines and so forth. Is there a more detailed run-down of how to do this floating about?

full quarry
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what part is mysterious about that?

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I dont think it can get more detailed except by showing each click in a specific program

wanton lake
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i use gimp to make/edit textures, and im comparing the color to what i see in gimp

full quarry
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well yes the game does not render the same way you see the image in Gimp

wanton lake
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any way around that?

full quarry
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use correct color shades

wanton lake
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how do you mean

full quarry
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if you now use too bright colors

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dont use so bright colors

warm nexus
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Depending on what you're doing you can also make a mission folder, put the texture in it and keep using setobjecttexture to check it on the fly

wanton lake
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well i dont think using colors that are too bright is the issue, especially when i need to darken and desaturate my textures significantly to make them look even close to what ends up in game

full quarry
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it does not change the fact that colors need to be made right in order for them to look nice in game

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am I to assume you are making retextures?

wanton lake
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yeah, i do

deft lantern
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What's running up the issue is how to work with the _nohq post-grayscaling. Overlay, cut-out, etcetera.

full quarry
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there isnt really any that detailed tutorial as far as I know

wanton lake
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how should i work with the nohq @deft lantern

full quarry
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its not for you

wanton lake
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ah mb

full quarry
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he has his own problem.

deft lantern
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I am a problem.

full quarry
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but usually programs have their own "how to use this tool" tutorials

wanton lake
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it seems arma 3 is a little sparse on those

full quarry
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ok so

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it is impossible to make all covering tutorials for all possible programs

wanton lake
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yeah

full quarry
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when modding it is expected for modders to be able to figure out the programs on their own with the program specific generic "how to use this" tutorials

wanton lake
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uh, yeah?

full quarry
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it is not always clear.

wanton lake
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i was just making a comment, not complaining

full quarry
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was not pointed at you, just general observation.

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for your problem, I was about to ask, do you use correct texture name suffixes when you convert your textures form png/tga to .paa?

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and how are you testing your textures?

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are you packing them up into pbo?

wanton lake
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i make the png into a paa through tex2veiw and then i replace the original texture with my own

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then i pack everything back up

full quarry
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and @deft lantern you are not a problem, just need to get yourself started with generic tutorials on how to use whatever program you are using

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noo

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wrong way

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no

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you do not pack someone elses work

wanton lake
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this is all for personal use i must add

full quarry
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that is stealing

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does not matter to me

deft lantern
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I was cracking a joke. 😛 I'm actually fairly confident with texturing as it goes, it's just this specific method that I'm curious about.

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More for ease of use - i.e. working with say, RHS' M10s or M93s(?) which don't typically have pre-existing templates floating about.

wanton lake
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well how do you figure thats stealing? i just dont want to spend time doing cfgs yet

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and nothing is being published as my own work either

full quarry
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well you do as you like. Im out.

wanton lake
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okay

full quarry
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I dont condone those methdos, you do it right or dont do it

wanton lake
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how do you suggest i go about it then

full quarry
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the proper way of hiddenselection configs

wanton lake
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im here for suggestions

full quarry
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and if the thing is not made with those then it can not be retextured

wanton lake
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so i do have to write a config for it to work correctly

deft lantern
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^ or if the author has stated they aren't to be re-textured.

full quarry
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while more rare that too is a limiting factor

deft lantern
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i.e. Delta with DHI, USP with USP, etc.

wanton lake
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im aware @deft lantern

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i learned the hard way not to use stolen content/ripped mods from other authors

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what im currently working on has the permission from the original authors to edit, which is why i was here for help

full quarry
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do those happen to be life assets?

wanton lake
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no

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im not messing with life assets

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you ever heard of the Bundeswehr Kleiderkammer mod?

full quarry
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nope

wanton lake
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im retexturing their bundeswehr gear for a middle east faction mod

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they've stopped work on the mod completely and they state that 'you are free to change it according to the CC-license at the bottom.'

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the cc-license which i havent violated

full quarry
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Always messy that imo. but sure. Seems like they have given quite free hands on the stuff

grand warren
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just a reminder: don't retexture dead mods

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it will break eventually

misty sphinx
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Hey all, hoping someone could help me, I am trying to find the Shirt with Camo bottoms but I cant find it

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Can someone point me in the right direction cause I cant find the directory

pale bough
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Is it one of the Contact DLC ones?

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if so, you won't find the directory since the Contact DLC files are all still encrypted

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unless you mean the filepath?

misty sphinx
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@pale bough It's the main one, the skin tight one with camouflage trousers on the Blufor Machine Gunner for example

pale bough
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ah

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well the pants are the same texture as the regular full uniform

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though not at my PC right now so unfortunately I can't help you find the shirt texture

full quarry
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are you trying to find the file?

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@misty sphinx

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@worn turret DayZ questions best pointed to DayZ or DayZ modding discords

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well the DayZ knowledge is concetrated to those discords.

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this is for Arma stuff.

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But to make an educated guess, the reason to use multimaterial is the same as to use it on buildings

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combine different surface materials on same surface mesh

grand warren
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DayZ uses enfusion shader afaik

full quarry
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that could very well be.

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which is why DayZ questions should go to the right discord

misty sphinx
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@misty sphinx
@full quarry yes, I've searched through the configs and all but cant seem to find the texture. I may just being dumb but I cant seem to find it anywhere

full quarry
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you can check characters textures with the getObjectTexture commands

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live in game

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or look up the characters config in config viewer

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and see the hiddenselection array

pale bough
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might be it has no hiddenselection set up

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try looking at for example the pacific version

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or ctrg camo version

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if the first one doesn't have it

full quarry
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afaik all vanilla characters have them

pale bough
#

iirc the older style ghillies (pre-marksman) don't all have hiddenselections set up for the actual ghillie bit

#

at least, config wise

full quarry
#

exceptions verify the rule.

#

@misty sphinx this you looking for?

misty sphinx
#

Ye that is whst I'm looking for, I've looked for it and used it. I'm trying to find the texture as I wanna change the shirt

full quarry
#

though looks like only the pants are configured to be changed

#

you cant change the shirt

#

at least not with this character as base

#

you will need to find one that has the shirt too as hiddenselection

misty sphinx
#

I'm not currently at my PC but I'm looking for a texture which represents like a PT or some sort of army physical.training uniform

full quarry
#

@worn turret DZ stuff is different in many ways so the best place to ask is where the people modding DZ gather

misty sphinx
#

I was considering like the civil polo tactical asf I know lol. But I ain't sure which one to look at to do so

full quarry
#

as you wont have same example on Arma

#

@misty sphinx Im not following at all.

misty sphinx
#

No problem I'm going to take a look again at all the Arma 3 textures see if there is something that meets what I need. What was the command to see what is changeable texture wise?

full quarry
#

what I was saying is that there might not be a character that accepts that kind of textures swap

#

so before you look for a texture, find a character that has the parts you can change

misty sphinx
#

Okay mate thanks for the help

severe urchin
#

Pictures on signs have a blue tint on them

#

Any ideas what is causing it and how I can have my image on the sign with its actual colour?

lethal condor
#

Check:

  • Picture size must be 2^n (512x1024, 2048x2048, such)
  • Picture name suffix (_ca.paa or _co.paa will do)
    @severe urchin
severe urchin
#

Worked btw @lethal condor Thanks for the reminder on the requirements, always been aware of them but never remembered the specifics. Anything else that's important to remember?

tepid mango
#

ok so i have recently run into something and was redirected here for information
i created a unit on the bohemia website for my arma group and of course i put in an emblem
now the issue i am facing is that the emblem looks really fake on uniforms for the most part
so i wanted to know if anyone has some really simple tips to make it look more realistic

frozen blade
#

without having a look at the fake looking one, nope

tepid mango
#

would post it here but dont have perms
want me to dm it?

frozen blade
#

imgur it

tepid mango
#

ok one sec

#

should work

#

thats both the raw image and how it looks ingame

lethal condor
#

4316x4332 res smh

#

Also 4k texture for an insignia is too op

tepid mango
#

i sized it down obviously
but i dont think i have the downsized version anymore

#

lemme see

lethal condor
#

Still illegal texture

tepid mango
#

illegal texture?

lethal condor
#

Check what I linked

#

IDK about Arma 3 Units so probably don't need to think about naming rules, maybe do. IDK

tepid mango
#

so what you are saying is it has to be smaller right?

lethal condor
#

Did you read what I wrote?

#

The resolution has to be power of 2

#

So 512x512 or 256x256 or whatever

tepid mango
#

yes i did but i am afraid i have quite the limited experience with this shit

#

but now i know what you want so i am gonna do that

#

the question remains tho
will this help with my original problem?

lethal condor
#

Wrong resolution must mess everything

tepid mango
#

ah ok

#

ok so i did that
res is now 512x512

#

not to be a pesky dick but that didnt change anything

versed nacelle
#

a couple of things I did to make insignias look better (should apply to unit patch as well);

  • don't make it full size (so if image is 512x512, make actual image only 450x450, the rest transparent)
  • tone down the colours; bright colours look terrible, so add a chroma filter or something
  • less is more; especially in details. A simple logo/abbreviation works better than some complex image or long text.
frozen blade
#

a. do not go with that logo border to border
b. follow the 2^n texture resolution
c. edit that image so it is looks like either

  • PVD patch cutout
  • embroider patch
tepid mango
#

ah thank you very much @frozen blade @versed nacelle
thats exactly the kinda stuff i was looking for

frozen blade
#

you do not need to use substance, you also don't need to make it look like a embroider one. you just need to understand how both PVD and embroider ones are made, and edit that image of yours accordingly

#

google helps out obviously

versed nacelle
#

Here are some (simple) examples of insignias I made for my unit made with GIMP (since I don't have Photoshop money): https://imgur.com/a/3Xjm8Sx
In short; I took a free texture as a background (fabric and PVC), placed the stuff on it I wanted and added a overlay with the correct colours.
They're far from perfect, but do their job perfectly fine without being too obvious.

tepid mango
#

@versed nacelle those look really sick, definitely able to pull that off
tyvm

tepid mango
true marten
dense flint
#

Does anyone have a template for the kajman?

dull rampart
#

I have a Question regarding mulit Materials i have the Masks done and everything buuut i dont really know what to do with the Mask know well I know what its supposed to do but i dont know how to proceed ^^

full quarry
#

mask is used in the multimaterial rvmat

#

then the colors on the masks connect to other textures defined in the multimaterial rvmat

cinder perch
#

So, quick question about RVMATs: is there any particular format or encoding that they have to be saved as? I've tried saving as the .rvmat format (which notepad++ shows as a "regular text file") but when I load the textured asset in the game there is no material effect.

visual agate
#

@cinder perch, is it actually saving it as .rvmat or .txt

cinder perch
#

Well, it's saving as the .rvmat file from what I can see.

visual agate
#

icon will still show as a "notepad" but will actually show as file type of .rvmat

#

only other thing i could think of would be if your actually telling the config to load that specific rvmat

cinder perch
#

Both the "type" column show and file properties show this as an .rvmat, and file pathing in the config.cpp is correct.

visual agate
#

how you calling the rvmat?

cinder perch
#

hiddenSelectionsMaterials[] = {"SSG_G3\Data\G3.RVMAT"};

visual agate
#

you have the hiddenSelections[] as well?

cinder perch
#

It's a reskin of the vanilla NATO uniform with a modified appearance and materials file to alter some of the uniform's detailing, like the section around the kneepads, removed elbow pads, and adjusted velcro.

#

I do.

#

hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"\SSG_G3\Data\G3P_SPW_SPW.paa"};
hiddenSelectionsMaterials[] = {"SSG_G3\Data\G3.RVMAT"};

visual agate
#

hm. thats about the extent of my knowledge on this one

#

variant texture shows though?

cinder perch
#

It does. But the adjusted parts still show the vanilla materials, if that makes sense.

visual agate
#

it does

#

although idk what all else to tell you here unfortunatly

cinder perch
#

I've checked the pathing with both the leading \ in the path and without, both in the configs and the rvmat for the normals and all that.

cinder perch
#

Figured it out. It was a file location and addon builder setting that I needed to tweak.

steel harbor
#

Hi i got a problem. Black stripes appear on the texture directly during the check in the game. I can throw a screenshot in a personal

lean hawk
#

is there a way to have a normal map detail texture?

#

also is there a way to change what distance a detail texture appears at?

#

I'm trying to use it on a weapon so it looks better in first person but now the detail texture only appears when I zoom in

#

in regular view it's just not visible at all

full quarry
#

perhaps you did not apply it on both lods

lean hawk
#

I only have one LOD for now

#

like when I go into ironsights, it isn't normally visible, but as I zoom in it fades in

full quarry
#

odd. I think it should show up

silver gull
#

is your geo lod proper? maybe it thinks its 0mm big

trim vale
#

Would anyone know if theres a way to rip the Map screen from a created map to have it blown up and made into a print?

versed nacelle
#

I guess the word "rip" is already a no-go, especially when it's not your map.
And yes there is a method to get an image of the map from within Arma, but before printing it (even for personal use) I would contact the map creator for permission, and if possible high resolution images of the map (instead of relatively low-res for large printing).

trim vale
#

Pull/rip its the same thing. Pretty much pull that ingame M button map to a image

#

I have no interest in making a profit from it just to use for a wargame map

warm nexus
#

No you’ve said RIP and Profit, you won’t find help here with that

frigid escarp
trim vale
#

@frigid escarp You rock thanks

severe rune
#

Pull/rip its the same thing.
its not.
I have interest in making a profit from it
quite sure that's a typo

trim vale
#

You are correct it was I have NO interested in making a profit from it

past storm
#

Hello, I’ve been looking into starting to do textures for Arma, but I really have no clue where to start. Any suggestions or tips will be much appreciated

trim vale
#

@frigid escarp Didn't work for me sadly I'll keep looking into it

full quarry
#

@past storm there is character encoding guide on BI wiki and topics on retexturing with hidden selections on BI forums

frigid escarp
#

@trim vale search on google with arma TOPOGRAPHY

#

there is some issues/things to consider when doing it

trim vale
#

I did but it didn’t work

full quarry
#

arma needs to run as admin so it can write to C:

trim vale
#

Nah you have to use the old editor for it to work

#

I figured it out Yesterday

spring crescent
#

i need some help

#

im trying to make a custom beret for my unit by using the Beret colonel model, ive made the texture and converted it into a .paa file and made a pbo file but it wont show when i load it as a local mod

full quarry
#

@trim vale worked fine in normal game and running as admin

#

¯_(ツ)_/¯

#

did you make a config for it @spring crescent

spring crescent
#

i copy pasted the config in the original pbo folder where the beret is found

brisk trellis
#

Do paa files for object builder have to be square and follow the power of 2 rule?

nocturne lake
#

They don't have to be square, they must have a 2^n dimension in both U and V directions though

#

1x1, 2x1, 1x2, 1x4 etc. aspects are all valid

full quarry
#

@spring crescent that is the wrong way to make retextures. Create a proper new config that uses the hiddenselections for of the original class of that object

spring crescent
#

damn then i need to learn programming

full quarry
#

its not really programming

#

dont over think it

#

there are character encoding guide page on BI wiki and retexturing threads on BI forums

#

and also samples to study on Steam

spring crescent
#

reading this now and not sure what they mean with the
^(?!.*?(^\tclass|parameterA|parameterB|etc)).*\r\n

full quarry
#

that is a regex command that does what the point 6. tells you

#

its not a mandatory step

spring crescent
#

nice

full quarry
#

👍 be sure to check you the BI forum editing section too

honest laurel
#

where are all the textures.pbo for vehicles etc located?

grand warren
#

vanilla vehicles?

honest laurel
#

yeah

#

like the ghosthawk/hunter/mxc you know

#

all the default arma stuff

#

.
additionally dlc equipment

grand warren
honest laurel
#

that has a list of all pbo files?

grand warren
#

no that's a complete config dump. all configs of arma 3 in one file
there you find the configs for all vehicles and their texture / model paths

#

look for the vehicle and either follow the model paths, or the texture path

honest laurel
#

and where do i find class names for vehicles?

grand warren
#

well, i found it

#

line 472950

lethal condor
#
getArray (configFile >> "CfgVehicles" >> classname >> "hiddenSelectionsTextures")```
grand warren
#

polpox to the rescue 😂

honest laurel
#

on that wiki post which link did you follow?

lethal condor
#

?

#

It's something to run in-game

honest laurel
#

tho i will try that

#

where do I run it?

lethal condor
#

???

grand warren
#

you click the link, download
AiO.1.99.146398_CUP.cpp
open it in a texteditor (n++ or sublime)
wait for it to load in the editor (HUUUUGE)
ctrl+f
enter class name

lethal condor
#

Or run the code I posted, use either

grand warren
#

or do what polpox posted

lethal condor
#

u see my grand-grand pa was a ninja

honest laurel
#

roight

#

I am fully lost so perhaps I shall mess around with eliteness then come back later

grand warren
#

how can you be lost?
it's loading a config file in a text editor and doing a search...

honest laurel
#

you underestimate how new i am to this

grand warren
#

it's nothing different than loading a text document in word

#

basically

#

what editor do you use?

#

notepad++, sublime?

honest laurel
#

notepad++ yes

#

only becauses thats what i had on hand though

grand warren
#

that's fine

#

load the config in n++

honest laurel
#

and what exactly is the config :p

grand warren
#

you downloaded the rar file, right?

#

unpack it

#

you'll see AiO.1.99.146398_CUP.cpp

#

cpp files are config files

#

load that on in n++

honest laurel
#

the link you sent is to a forums* page with about 10 different links for various things, presumably all of them downloads

#

which is it?

honest laurel
#

aight and that leads to two different .cpp folders:
AiO.1.99.146398_CUP.cpp
and
AiO.1.99.146398_CUP_ACE.cpp

keep in mind i use neither ace nor cup rn

#

do i need both of those or chosse between the two

grand warren
#

AiO.1.99.146398_CUP.cpp
you just need that one. it's the latest config dump that happens to also have CUP in it. no issue

honest laurel
#

sweet, downloading

lethal condor
#

It doesn't matter. Both won't change the texture you're looking for

honest laurel
#

so I unzip the rar, open the .cpp file using notepad++ and ctrl+F class name for vehicle/weapon/whatever correct?

grand warren
#

correct

#

then follow the hiddenSelectionsTextures[] path to the textures

#

in the case of the ghosthawk, the textures are located in A3\Air_F_Beta\Heli_Transport_01\Data\...

honest laurel
#

this?: "\A3\Air_F_Beta\Heli_Transport_01\Data\Heli_Transport_01_ext01_CO.paa"

#

or this: , "\A3\Air_F_Beta\Heli_Transport_01\Data\Heli_Transport_01_ext02_CO.paa"

#

or are those for the black and green varient

grand warren
#

both. this heli has two textures on one model applied. the model might have a body and a tail texture. can't remember

honest laurel
#

i see

grand warren
#

B_Heli_Transport_01_camo_F is most likely the green one then

honest laurel
#

oh yea i see it

#

so , "\A3\Air_F_Beta\Heli_Transport_01\Data\Heli_Transport_01_ext01_CO.paa", "\A3\Air_F_Beta\Heli_Transport_01\Data\Heli_Transport_01_ext02_CO.paa" are just file explorer paths respectively?

grand warren
#

not quite. if you have arma 3 unpacked on your p drive, it is the exact path.
if not, you have to unpack the pbo in your game installation folder first

honest laurel
#

alright, i have to unpack

grand warren
#

hold on

#

do you have a p drive set up?

honest laurel
#

nah just main c drive hdd and portable d drive hdd

grand warren
#

ok... so since you are new to this, better learn it the proper way.
P Drive is a virtual drive, created from your work folder.
mikero's tools and also BI tools rely on it.
don't use BI tools tho, mikero's tools have way superior error checking

#

links incoming...

honest laurel
#

👍

grand warren
honest laurel
#

i already have a folder called arma 3 projects in documents folder full of random stuff, can i rename it or is my only option to put in somewhere else in my pc?

grand warren
#

full of random stuff
and that would be?

honest laurel
#
a3
bin
core
dll
nztest.Cache
nztest.Layers
nztest.Shapes

etc etc etc

#

i would send a screenshot but it doesnt let me do that in this server

grand warren
#

looking almost good.
use the path to that project folder in the mapdisk.bat
empty that folder
run mapdisk.bat to mount your p drive
run arma3p

#

i'm off to bed now. i'm sure there are others that can assist you with setting up your work environment

honest laurel
#

yeah, cheers mate

grand warren
#

o7
🤘

honest laurel
#

steps 1,2,3, done, for anyone still following

honest laurel
#

not quite. if you have arma 3 unpacked on your p drive, it is the exact path.
if not, you have to unpack the pbo in your game installation folder first
I believe I have to do this now, how would I go about doing it? I couldnt find anything on the web that related to it but I probably missed something

full quarry
#

the ArmaDocs link above has all of that

honest laurel
#

oh I am a fool

#

ty

full quarry
#

whilel the site is terrain focused, the basic setup is the same for all modding

honest laurel
#

ah

#

ok all that is running now

#

then when it has all unpacked i just follow the path from the config dump for whichever vehicle i presume

honest laurel
#

do my finished .paa textures need to be anywhere specific?
right now am applying the textures with:
this setObjectTexture [0,"ausBHbody.paa"]; this setObjectTexture [1,"ausBHtail.paa"]

#

and is invisible

#

I have now put it in the mission folder and the texture is a bright white

nocturne lake
#

well for a start you should be using correct _co suffixes before you convert to .paa

honest laurel
#

convert to .paa? the original textures are .paa

#

fyi i have been following this guide in regards to applying textures in-game

copper bane
#

hey would an experienced retexturer please message me regarding a private use retexture I would like to work on

fervent raven
copper bane
#

cheers mate, its just regarding some knowledge and information about how to apply it to the game itself as an addon, I will be producing the textures myself 🙂

full quarry
#

this channel is for asking that kind of questions

#

Also something worth mentioning is that only things that have hidden selection set up and configured can be retextured

nocturne lake
#

@honest laurel yeah but you're converting them to another format before editing them. They still need to be correctly named with proper suffixes any time you are saving as .paa format because the tools use that information to format the file

full quarry
#

@spring crescent wrong channel mate.

honest laurel
#

right, so what ive done now is taken the original.paa, edited, then saved two copies, one of which i change the file type back to .paa after flattening the layers

#

will that not work?

full quarry
#

how did you change the file type?

honest laurel
#

just renaming it in file explorer

full quarry
#

that wont work

honest laurel
#

ah

#

so how should i go about converting it back?

full quarry
#

with image2Paa or TexView from armatools

honest laurel
#

okay

ember abyss
#

hi all, coming to you guys for some help .. does anyone has ever used the Quixel Mixer tool to create and export the textures for any 3d model?

#

if so .. does anyone knows which of the 9 possible export options on this tool (Albedo, Difuse, Specular, Gloss, Roughness, Normal, Displacement, AO, Metalness) are supposed to go on the .rvmat file of a gun mod?

full quarry
#

BI wiki has page for RVMAT that might give insight on how it works. Also it is shader type dependant (supershader type being the most commonly used)

#

basically Arma uses older specular/Gloss/diffuse shading

#

but likely the quixel rendering wont match Arma rendering without some manual tweaking

honest laurel
#

so how can I use texview to convert my png to a .paa properly?

#

is it really as simple as just saving as .paa?

lethal condor
#

Yes

honest laurel
#

crazy stuff huh

#

also the massive dump of original textures takes a bunch of space, can i move it to another hardrive without messing anything up?

lethal condor
#

If you don't use it in actual product, won't do anything

honest laurel
#

right, so the individual ones still need to be in the mission folder

#

on that subject i still have invisible textures even tho i appear to have a real .paa file set up

#

file is in my mission file and this code is what i use to apply it:
this setObjectTextureGlobal [0, "Heli_Transport_01_ext01_CO.paa"];

#

code in Init of object

lethal condor
#

Check path

honest laurel
#

what path? dont you just put the .paa in mission folder?

lethal condor
#

If it's invisible, it must be wrong path aka file doesn't exist

honest laurel
#

hum

#

it does as far as i can tell

#

does it not support underscores or something?

lethal condor
#

Supports

honest laurel
#

hum

lethal condor
#

Where did you put into?

honest laurel
#

just the mission folder

lethal condor
#

Where?

#

Something.Altis or something?

honest laurel
#

same place where mission.sqm is

#

yeah

lethal condor
#
Something.Altis
├mission.sqm
└Heli_Transport_01_ext01_CO.paa```Is this your folder structure?
honest laurel
#

yup

lethal condor
#

Can you check your paa on TexView2?

honest laurel
#

naw i just found the issue, there was an underscore that i thought i already removed x)

#

cheers anyway

honest laurel
#

ive updated texture and put it in the mission file but the old texture is still loading

#

ive tried rebooting the mission

lethal condor
#

The texture you loaded is stored to your RAM or VRAM or whatever. You'll need to reboot the game or rename texture and try

honest laurel
#

ah

#

that seems very clunky

ember abyss
#

but likely the quixel rendering wont match Arma rendering without some manual tweaking
@full quarry

Hey thanks for the advice man... So whenever u say "manual tweaking" u mean after exporting the files I need to do more updates on them?... Also.. Which sw would you say is more compatible with A3 needs?

frozen blade
#

@ember abyss please keep the discussion to a single channel, ideally this one

honest laurel
#

how do i find the turrets for the marshall etc?

#

ive got the config test doc etc

full quarry
#

What do you men find the turrets? @honest laurel

#

From where? For what purpose?

honest laurel
#

sorry, the textures for the turret, so far i've only found textures for the base

full quarry
#

If its possible to change it, then it's listed as hidden selection in the vehicles config

honest laurel
#

aight, thanks

coarse scaffold
#

Sooo I made transparent texture, it has _ca suffix, is applied to selection on model but ingame, transparent parts show as white, what could be issue?

lethal condor
#

What model?

coarse scaffold
#

My own, custom

lethal condor
#

Does the model itself have a texture?

coarse scaffold
#

Nvm, it suddenly started to work just fine

honest laurel
#

i am missing A3_Characters_F_Enoch in my config, which i believe in the woodland nato and ldf clothing items, anywhere i can download?

#

along with all the other _enoch stuff like armour and air

lethal condor
#

Are binarized

honest laurel
#

how do i get past that

lethal condor
#

You would be arrested if you through it

honest laurel
#

oh

#

so there is no way to get contact assets in .paa form?

lethal condor
#

Basically no

honest laurel
#

unfortunate

#

and i presume no-one has done it thus far

lethal condor
#

Some of them did already

honest laurel
#

ah

#

so theoretically could i download those? just out of curiosity of course

lethal condor
#

Maybe maybe not

honest laurel
#

right

lethal condor
#

Do you need them in P am I right?

honest laurel
#

.paa

#

yea

#

although i guess .png would work cuz i have to convert them to .pdn to use layers

lethal condor
#

You don't need actual file to make pboProject works, just make placeholder files

honest laurel
#

you mean make from scratch? sure but I've only had experience with editing in-game ones

lethal condor
#

I said placeholder. 0 KB files are fine

honest laurel
#

idk what those are unfortunately

lethal condor
#

0 KB files, placeholder. You should get it, if you don't, Google it

honest laurel
#

all right

nocturne lake
#

There are .psd files for some Enoch content in the Arma 3 samples

crimson token
#

hey guys i need help im retexturing helm for my unit but idk the scripts i have it done and in a paa file but no configuration

honest laurel
#

am I correct in assuming you cant retexture vests and helmets with setObjectTextureGlobal?

full quarry
#

Yes

honest laurel
#

right

#

so you need to make actual new items

serene palm
#

most people who are looking for textures take the images and have them display on screen via the path using scripts and screenshot the image

#

only to stitch the pictures together in photoshop or a similar program

#

though I'm unsure as to how gray that is

frozen blade
#

lol what?

full quarry
#

any texture in the game files can be loaded on screen live in game as a dialog

#

then screenshotted and use as a template

#

this is how textures in ebos can be accessed

honest laurel
#

as a dialog?

full quarry
#

UI thingy

olive pawn
#

Anybody got a good guide to rvmat?

full quarry
#

there are couple of Wiki pages about them and different shaders

#

but what about them do you have trouble with?

olive pawn
#

normal maps

#

they just wont apply

serene palm
#

is this for a custom model or for a retexture?

olive pawn
#

For the User Texture prop

frozen blade
#

what’s a user texture prop?

olive pawn
#

Alright thank you this is a good starting point.

olive pawn
#

Yeah nadda, idk I tried just normal map pixel and vertex and it doesn't look like it works

nocturne lake
#

Possibly the object has no .rvmat in the model so material can't be changed?

olive pawn
#

maybe did not consider that

#

This may be the limit that user textures have

#

also btw I'm referring to "User Texture (1m)" in eden PuFu

olive pawn
#

So after more testing, the rvmats that come with arma work fine, but my custom one doesn't.

slim elbow
#

Does anyone if there is a way to upload a new pbo without closing arma? just takes so long when working on textures to keep closing arma and reopening it (For a local mod)

nocturne lake
#

No, you run it with the .pbo unpacked and -FilePatching startup parameter

slim elbow
#

ill give it a shot thanks!

#

Figured it out

west solar
#

Hey there, I have a problem with .PAA pictures
All the png I converted into paa for my mission's images were working great, but the last two I made have inverted colors for reasons
Can anyone help me with this ? I have absolutely no clue what causes it

full quarry
#

probably wrong resolution

west solar
#

resolution is 1024x512. the previous pictures are the same

heavy apex
#

Anyone have success exporting FBX files from 3d Studio Max with TGA applied. When I import, only one of the pieces keeps the file location so that I do not have to reapply textures every time when changes are made.

#

nevermind, you have to drag the TGA directly into max and not use the lookup function

deft lantern
#

Out of curiosity, does anyone happen to have any decent quality French CEU or French Lizard camouflage they'd be willing to share?

dense peak
#

Quick question, idk if is it really related to modeling or texturing, but i made custom face textures and id like to share them on workshop

#

So Am i able to share them like how I would if i uploaded addon on workshop or i cant upload those textures on steam workshop?

full quarry
#

you should be able to upload them yes but likely they would need to be packed into a .pbo so that they can actually be used. Probably best would be if they come with a config that sets them up as custom identitties

dense peak
#

Is there any tool i could use to make that?

#

Like software

versed nacelle
#

if you make it a mod you can use the publisher (part of Arma Tools) to put it on the Workshop

dense peak
#

Ok

dim karma
#

Why is the texviewer turning the textures blue if i put the textures in as a yellow, black, white , ect

#

Almost like inverted

nocturne lake
#

Because you're not using valid texture dimensions usually

dim karma
#

So resolution size

nocturne lake
#

has to be 2^n

#

32, 64, 128, 256, 512, 1024, 2048, 4096 etc.

dim karma
#

He is saying it is 2048x2048

silver gull
#

remote support costs extra

full quarry
#

Maybe wrong bit depth or image format.

frozen blade
#

what did you convert the file to paa from?

olive pawn
#

Is it an engine limitation that alpha textures with a solid color are still see through?

nocturne lake
#

Pretty much. Should only use alpha textures on faces that you actually want transparency on

olive pawn
#

Darn, this makes my quest even more confusing. rvmats only want to render normal map In some cases on props that support translucency.

full quarry
#

That does not sound right at all

olive pawn
#

Although correct me if I'm wrong is the normal map being overblown visually by the texture being rendered transparent by the model? That may be the steam of my confusion as other methods I tried gave no visual cue besides the texture getting darker a bit.

full quarry
#

What shader type is used there?

ember abyss
#

hi Everyone !

qq for the experts here ... im trying to generate a custom magazine model but id like it to be "transparent" so .. does anyone knows about any wiki or tuto or could share some tips to get that result?

nocturne lake
#

Just a matter of understanding how an alpha channel works on textures, and make sure you only map the parts you want to be transparent, to the texture with an alpha channel

#

Parts you want to be opaque should have a separate texture to the transparent parts

ember abyss
#

ohh .. so basically i need to create an "alpha channel" say on blender or 3ds .. and map the transparent parts to that channel?

nocturne lake
#

You make an alpha channel in photoshop or whatever you are texturing in usually

#

It's a channel in your _co/_ca diffuse texture map

#

Red, Green, Blue, Alpha

ember abyss
#

got it ... thanks @nocturne lake ... ill take a look at that info

olive pawn
#

@full quarry Its using Super, I tested Normal Pixel and Vertex and still see the same results.

broken sun
#

Hey guys,
So I have made some retextures.

Now I'm looking for a way to take a picture of the item for Arsenal Images and Inventory Images. I know there's a method with the ALiVE mod but I would prefer not using it.

Can anyone help me out?

please tag me in your responses or I will not see them

versed nacelle
#

BIS_fnc_exportEditorPreviews

broken sun
#

:0

#

thank you

pale bough
#

that AFAIK doesn't work with uniforms which is a bummer

versed nacelle
#

It works for units/vehicles and props.
Uniforms can simply display the unit.

Problem is gear (vests, backpacks, helmets, etc), those don't work

broken sun
#

hmm I have an idea now

inland flume
#

Any1 here make Emergency vehicle skins?

#

I have had an issue where I change a texture, then when i replace it some colors change? Like what was blue in the texture becomes red ingame??

full quarry
#

Only if texture is made wrong.

inland flume
#

Well i had 1 texture, everything worked. I opened it, exported as png, changed added a word on the sode. Imported to tex view, exported as PAA and replaced previous paa

full quarry
#

That's not how retexturing works

#

You do not replace things

#

And repack

#

You use hiddenselection configs and make a new class that uses the same model but your new textures

#

And if the thing is not set up for hiddenselections then you do not retexture it.

celest obsidian
#
  • textures need specific resolutions to work properly (power of two). Check the BI wiki for more info.
#

There are exemples/topics on the forums too.

wide shadow
#

so you couldn't have a 1024x2048 texture for something?

silver gull
#

you can...

pale bough
#

could even do something silly like 4096x32

wide shadow
#

ah, just so long as each of the dimensions is a power of 2?

pale bough
#

exactly

wide shadow
#

cool

pale bough
#

word of advice though, don't use something higher than 2048

#

arma doesn't handle 4096x4096 textures well

#

not that it crashes or anything, but unless the textures are set to the absolute highest quality setting, the game won't render the full texture anymore once it's dropped down in mipmaps

#

so you basically end up with a 2048x2048 texture but with a larger filesize and maybe a bit blurrier than one that actually is 2048x2048

wide shadow
#

noted, thanks

pale bough
frozen blade
#

word of advice though, don't use something higher than 2048
@pale bough unless you actually need that...some 4k tex issues have been sort of solved

novel silo
#

I found that UV may be the cause but it still confusing me

full quarry
#

multimaterial typically uses 2 uvsets

#

1 for the tilling textrures so that they can be aligned nicely and 1 for the mask and other "baked" textures

novel silo
#

I know, so UVset0 was used for Materials, and set1 was used like screen shot

white cargo
#

all UVs for the second UV set must be in the first UV tile

novel silo
#

where is the first UV tile?
how I can find it?

white cargo
#

well I guess that depends on what modelling program you use, the only way I can think of to find it in OB would be to create a face and see where in the UV space the designated UVs for that face is placed

#

like so, I create a plane and the UVs for that plane is set in the first UV tile

novel silo
#

I got it, thanks

full quarry
#

Well any uv tile will do as long as only 1 tile is used

#

As 1 tile equals the space of texture you use

white cargo
#

oh yeah

wicked crane
#

Can someone give a quick rundown how to create images that are transparent on some parts? Got Photoshop which I've been using to save the images to 32-bit TGA, then to TexView2 to convert the pictures to PAA-files (RGBA+DXT5) and still the parts I want to have transparent are opaque in-game (Arma 3)

versed nacelle
#

I usually save as 8bit PNG with RGBA which works perfectly fine to create transparency in PAA

full quarry
#

need to have correct _suffix for all thextures so that they convert correctly to .paa

#

also you cant apply transparent texture on a model that does not natively have transparency

wicked crane
#

Thanks Grezvany and HorribleGoat. I tried 8bit PNG (with RGBA in TexView2), no dice with the transparency. Then I've been playing with _ca and _co suffixes but I seem to be unable to combo those and everything else that involves to get an image that would be transparent in-game how I'd like it to be: no "luck" there either

full quarry
#

so can you explain exactly what are you trying to do

#

and what models are involved

#

new model/retexture/etc

wicked crane
#

No models in this case (am I in the wrong section btw). Just looking to create a texture (read: image) with transparent parts for a GUI I'm currently building

full quarry
#

alright so _ca suffixed texture should work for that as far as I know

#

yourtag_youtexture_ca.png (has alpha channel) saved as yt_ytn_ca.paa should work

#

you could verify though by trying that ui element with some vanilla _ca texture

full quarry
#

some part is not done right

novel silo
#

yes

#

I made main structure for the first and I faced this problem

#

I'm not going to get anywhere with this and I have no idea what caused this and what the solution is, so I'm going to stop producing once and make something else😑

dense peak
#

Hello is there anyone who plays arma 3 role players server who can texture cloths and cars and building because I have a server and it needs a texture developer

full quarry
dense peak
#

Is there any Texture devs here

full quarry
#

probably many. but the RP scene has pretty bad rep and most of the experienced makers are not really interested in it

celest obsidian
#

Yes, there are textures artsists but most of us are already working on one or multiple projects so it might be a bit harder to find someone. It also depends on your needs and the seriousness of the project.

#

Following Lou Montana's template available in #creators_recruiting might help to find people more easily.

spark shore
#

not sure if I should ask here or #arma3_model
but what vertex and pixel shaders should I use for a completely metallic object?

spark shore
#

I've noticed people often use Super and Super for both of them but on the biki I don't see that there is a super pixel shader

frozen blade
#

super & super is correct

#

biki is maintained by community members btw

spark shore
#

got it

open juniper
#

Hello,i am looking for rhs retexture templates in gimp,if anyone has anything and would be willing to share it,it would ne a big help !!!!!

#

I have a few myself if anyone wants something

ebon bramble
#

Hey guys , So i want to retexutre 556 silencers , but I get this feeling that I will have to make a new model to do this, am I correct or is there a way to retexture them

full quarry
#

Check if they have hiddenselection config in the items. If they do they you make new item class that uses new texture like before

mortal cloud
#

Does anyone know how the unit emblems from Arma 3 Units are put on the in-game player uniforms?

full quarry
#

There is a selection/section that gets replaced by it

mortal cloud
#

Ok, but how exactly does it work? E.g. how would I go about placing the squad leader's (player's) unit emblem on all the subordinates (NPCs)?

versed nacelle
#

are you talking about the unit emblem (the same for all members of the unit), or the insignia (can be changed per unit)?

#

PS. unit emblems only work for real players, not for AI

sour bluff
#

How can I browse all .paa files?

full quarry
#

you cant

#

or well. possibly by doing a search on your unpacked P drive for *.paa

sour bluff
#

I kind of figured out a way

#

though it sucks

#

and yes it doesn't do what I want but "works less sucky enough"

#

ie Download Arma 3 Tools, extract with BankRev starting from the main directory, use Tex2view to browse

full quarry
#

At that point you might as well setup the mod developing environment properly... 🙈

mellow frigate
#

Hey, does anyone know why changing the normal map causes a weird shadow issue? Im trying to make CTRG uniforms look more like G3 uniforms and I'm using a copy of the vanilla rvmat with just the normal texture path changed

full quarry
#

the uniform is probably not compatible with whatever texture you are trying to use on it

mellow frigate
#

Ive seen others use custom normals on vanilla uniforms

#

my normal is just an edit of the vanilla normal where i adjusted the kneepads

frozen blade
#

and how did you assign that custom nohq texture to it?

mellow frigate
#

@frozen blade copied the rvmat, changed the texture path and used that rvmat with hiddenSelectionMaterials

frozen blade
#

@mellow frigate so you changed the path of both the rvmat for hiddenselectionmaterials and the path in the copied rvmat

#

a note hiddeselectionmaterials used to have issues

#

in any case pastebin both rvmat and config

mellow frigate
#

@frozen blade yeahm just like i said

#

I put both the rvmat and the class from cfgVehicles in there

frozen blade
#

@mellow frigate the path is the same in the rvmat

#

for stage1 = nohq

mellow frigate
#

@frozen blade I forgot that after i had the issue i changed the path to the original to see if the issue is with the nohq or the rvmat itself

#

so i pasted the wrong rvmat

#

this is what it looks like with the issue class Stage1 { texture = "\ctrg9\uniform\textures\uniform_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; };

spark shore
#

Anyone knows why my HiddenSelection is pitch black and only seeable in nightvision?
its also thermal shielded
https://imgur.com/a/QzbjHv6
could it be because it has no RVMAT?

#

the texture has the _CA suffix if you were wondering

full quarry
#

Yes it needs rvmat

#

Everything should have rvmat

#

At least a very basic one

spark shore
#

yeah that was my doubt, how would an rvmat look if made for a texture I'll never see

full quarry
#

Eh?

spark shore
#

guess a basic one wouldn't need anything fancy

full quarry
#

There are examples in data_f

#

But why is there a surface that you never see?

spark shore
#

sorry I'm bad at explaining
by never see I mean I'll never make
since its an hiddenselection I'll have to make an rvmat that fits whatever they put in it

full quarry
#

If it uses hiddenselection you should have the whatever you put on it by default on there

spark shore
#

should I build from something like default_alpha.rvmat?

proper pivot
#

I'm not sure this is the correct channel to ask this as it's more general mod making but I'd see it being used most for texture swapping etc. So...
Does anyone know if file patching works properly with Mikeros pboProject?
I've set things up in a way that when the game loads, it's clearly using my development files not the .pbo but I don't seem to be able to get any further refreshes / updates while the game is running. E.g. mission re-starts doesn't seem to reflect the changes made in my dev directory.

full quarry
#

Pbo packing tool does not matter in filepatching @proper pivot

#

What kind of changes are you talking about

#

@spark shore what texture and material is your thing using on the hiddenselections config? Use those

proper pivot
#

OK - thanks - the original note I found was on ACE3's Wiki 'Note that this only works with PBOs created using MakePBO'
Ideally it would be things like changing values in RVMATs but I've even tried swapping a texture colour completely and dont't see any updates on mission restart etc.

full quarry
#

Texture file and rvmat changes should show up instantly. Your setup is likely faulty some other way.

spark shore
#

well I can't use the same texture as the object since its a separate UV from the stone piece

#

as for the material I tried but it was still black

full quarry
#

Wut

spark shore
#

its a 2D plane near the object not part of the object

full quarry
#

Just type in what is it you are really trying to achieve xP

proper pivot
#

OK - thanks. Seems very odd that if I restart the game, everything updates (without re-packing the .pbo) as expected. I just can't get any updates in game.
There's not some additional script you need to run in the console or something is there?

spark shore
#

its a simple hiddenelection that contains writing in alpha on a piece of stone
you modify the hiddenselection to change the writing

#

like the USS Liberty name in the back

full quarry
#

So you don't change the rvmat on it?

#

Just the text

spark shore
#

correct

full quarry
#

I mean the face is then always visible

spark shore
full quarry
#

Even if it has texture that has full transparency

spark shore
#

so the hiddenelection is not directly tied to the rest of the object, so if it was just missing the object wouldnt have an hole in it

full quarry
#

Try which of the default rvmats fits it best

#

Wut

#

That square plane has mesh behind it yes?

spark shore
#

yes

full quarry
#

And that mesh is not part of the hiddenselection right?

spark shore
#

correct

full quarry
#

I think you have waaay overthinked this

spark shore
#

I know I could have made it part of the mesh

full quarry
#

It would not make this any easier

spark shore
#

I consider the current method more comfortable

full quarry
#

And is you want to use alpha texture no you could not have

spark shore
#

yeah

full quarry
#

But the alpha texture plane does not make the whole object see through if you give it an alpha texture

spark shore
#

I'm simply trying to add alphaed text to the square but it keeps going black as if it was a _CO or something

full quarry
#

But it will initially need an alpha texture so that you can apply alpha texture on it in hiddenselections

#

Initially in the P3d that is

spark shore
#

oh
you're saying I should add an empty texture as base?

full quarry
#

If you use an empty texture as base in the hiddenselections yes

#

If you have some other default texture then you use that

#

As in whatever is the default you want it to have

spark shore
#

oh in that case we're back to square one
because I am using an alpha text as default

full quarry
#

I don't understand the problem anymore? Do you have that alpha text texture set on it in the p3d

spark shore
#

yeah and it goes black

#

I'm bad at explaining a very simple thing

#

to reiterate
https://imgur.com/a/Vri9rt9
pic 1
model with no texture assigned to the HS
pic2
I insert the path of the HS alpha text paa that is in the pbo
pic3
the mesh goes black and the image is only readable in nvgs

in this setup there is no RVMAT but i've tried with a basic version of the one from the stone piece and a few from the data_f and they all had the same problem

full quarry
#

Yes what texture does it have in the P3d by default

#

P3d always needs default textures

#

And they need to have alpha if the surface will use alpha texture in HS

spark shore
#

this one has none
I tried to use this same texture in another test as default texture and it still had the black square

#

I'll try with a fully empty _CA

frozen blade
#

the hidden selection needs to have texture assigned to it

#

also, i guess for optimization purposes

#

the .p3d file needs to have an alpha texture assigned to it

full quarry
#

Doesn't it default to whatever Is on P3d if none are assigned on the config?

frozen blade
#

in order to get the alpha to work further down the road using hiddenselections

#

so yes indeed, sticking a fully transparent texture would be the way to go

spark shore
#

thats bizzarre but I'll try

frozen blade
#

what is bizzare

spark shore
#

having to make a transparent texture just so I could stick another on top of it
I don't doubt its how it works, just find it weird

frozen blade
#

you do not stick one on top of it

#

you replace it

spark shore
#

yeah you swap it

#

even more weird

frozen blade
#

engine needs to know that the p3d has an alpha texture

spark shore
#

yup it worked

#

Thanks a lot I wouldn't have guessed it in a million years

frozen blade
#

if it finds no alpha texture assigned on binarization, will not "flag" it as an alpha "ready" .p3d

spark shore
#

oh I see

proper pivot
#

Sorry quick one on file patching again - is it only Dev Branch that allows live changes?

frozen blade
#

yes ^

proper pivot
#

Ah - that will be my problem then 🤦‍♂️
Many thanks

full quarry
#

@spark shore you could have just used one of your existing textures

spark shore
#

instead of the blank one?
didn't seem to work

proper pivot
#

Just spent a couple of hours sorting an installation of the Dev Build and I've got exactly the same behaviour.
On game boot, ARMA is clearly using the un-packed files NOT the .pbo.
I then change a sight .p3d to save it with a different texture and restart the mission in game and still no change.
Restart the game, and there is a change.
Any thoughts would be most appreciated. As far as I can tell, I've got things set up exactly as specified on https://community.bistudio.com/wiki/CMA:DevelopmentSetup#Develop_with_unpacked_data

full quarry
#

aaa you edit then p3d

#

that does not update on the fly

#

I though you edit the texture

#

you got to be precise when you explain what you are doing

proper pivot
#

Sorry - the online info is suggesting you can change EVERYTHING on the fly except config.cpp

full quarry
#

diag_resetshapes or whatsitcalled could help before restarting

#

p3d updates when its loaded again

#

but a sight p3d is likely loaded once

#

like if you place one unit down, then edit p3d you need to place down another to see the change

proper pivot
#

Oh 😦

full quarry
#

and the first one wont change

#

so if you want to easily test different textures I think you need to edit the actual texture and resave it to see fast changes

proper pivot
#

Would you expect things like specular values in .RVMATs not to update?

full quarry
#

no rvmat should be instant when you tab back to arma

proper pivot
#

OK - I definitely don't get that

full quarry
#

also regarding the diag exe and dev branch, I run diag exe on stable just fine with filepathcing

proper pivot
#

and you're right that sights don't update with diag_resetshapes

full quarry
#

diag is the only thing I have downloaded from dev branch

#

id wager sights are handled differently

proper pivot
#

Thanks for your help even though it's bad news!
Still not quite sure why rvmats don't update...
Do all the files the RVMAT reference have to be .tga or can they be .paa?

full quarry
#

ive used both. in rvmat. the actual file needs to be properly converted .paa

proper pivot
#

All my stuff is already in properly converted .paa. But I was kind of clutching at straws as to why rvmat might not work. Again, it all works from the non-pbo data on a game restart. I just can't get anything to update in game....

frozen blade
#

even on mission restart?

proper pivot
#

Correct

frozen blade
#

i have been tweaking.paa files using file patching for a fee years now

#

same for rvmats

proper pivot
#

I thought I should finally try it given how much time i lose re-packing just for .rvmat tweaks

dense peak
dense peak
#

Found it. For those in the future who find this monologue using the Discord search function, it's in:
Addons\structures_f_epb.pbo > Items > Documents > Data

willow gyro
#

Is it possible to have emissive parts on a model that is controlled by the diffuse's alpha or any additional map? the object will have no translucent parts.
Right now the object is just using the default.rvmat, which i have as a base at the moment.

silver gull
#

yes, look at the textures of "cockpit" of cars like the Mraps.

willow gyro
#

as far as I know the vehicles instruments are just some extra layered 3d plane they applied over them.

looking at the materials and textures it looks like it is using the alpha in the emit texture as transparency.

silver gull
#

the whole texture emits - you just make the parts you dont want to emit transparent (therefore you have to put it as extra plane on top of original material)

willow gyro
#

okay. guess arma has no support for alpha mapped em textures. fair enough

full quarry
#

there is a thing for that but its not very easy to use and is not really documented