#arma3_texture
1 messages · Page 43 of 1
no just "Failed to convert"
Which way you took?
Which way you took I said?
oh imagetopaa
Can you open your png in TexView2?
armatools
?
huh, no i can't
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
shouldn't pngs be simply 8 bit?
...Just realized what you said. I've tested with his texture, and re-save it to 24bit and works. He typo'd
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
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?
You probs could ask from the maker of the mod how it's set up
Or you have a config error
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.. 😶
how do i apply the texture to my custom obj file
in OB? select mesh, press E, profit
Does anyone have a good Tutorial for Mulit Materials other than the one from Mondkalb ?
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
the tech has not changed since
@dull rampart you can drop questions here. a few of us know a bit of multimats, and it aint all that hard
i suggest you have a look over the alterante way of displaying that rvmat
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...
this is the newest approach, frees MC map for MC business
https://discordapp.com/channels/105462288051380224/105781923573456896/747807733792899102
full black / full whitte
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?
airport terminal adshq has alpha + G as normal AO (identical values) and B black and white
ADSHQ has finer compression
so less artifacts on gradient
dont think Alpha matters in it
could be just an oversight
at least alpha has no documented use
i know that page, the description is near useless xD
found some post from tom but thats about it https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?page=844&tab=comments#comment-3108981
alpha is utilized, if that is correct, but the description is contradicting itself too
indeed it seems so
anyone know how i can get the contact dlc textures? i saw alot of mods of retextures but bohemia aint unlocked it yet
you can draw a texture without the original too
or you can project it on screen with script commands, make a capture and use that as a base
and some of them might be released separately on the forums or in the sample models
@silver gull i was meant to do some tests, but didn't get the time
alpha is redundant afaik
aha good to know... i mean, its quite a bit of extra data "just for no effect"
I checked A3 ADSHQs and they do seem to have alpha in use
but would have to test that on my own textures too
they use it but the question is what it does. Why double data in G and alpha
hmmm...so...then the adshq is suppose to be 32 bit
and yes, then why use both 2 channels for the same thing
seems the sources are suppose to be the same - ie 24bit png/TGA
weird sheet
nice safe
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
@frozen blade i have applied the texture but it doesnt show up on the model
also do i have to choose a material
i am not sure what you trying to do
or don't remember anyways
doesn't show on model where? in OB, ingame, in bulldozer
ob
have you turned texture viewing on?
and is your texture .tga?
only .tga shows in OB viewport
they are in the toolbar
cant remember exactly where off the top of my head
and have custom layout anyway
the buldozer viewer is what can also use
i think it is the button next to the DX logo thingy, should look like a checkerboard of sorts
sound about right ye
standard new program use though is to explore what different buttons do.
free pro tip on how I proceed with new programs
except for any blender prior to 2.8x :))
not for me it didnt
i am unable to click show textures
you may need to click one of the others first
show faces or somesuch
cant show textures on a wireframe
ye its showing now
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)
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
so i just use max Lighttracer AO bake for that, it has large (non adjustable) radius per default
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.
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
you sure it doesn’t convert that on its own?
ah, yeah you are correct. input is enough without the alpha (which is good to know too)
so when making adshq it's virtually the same as ads?
why does some enoch assets still use ads when they could use adshq?
and as for that matter
if there is one guideline to arma assets its... "never assume consistency"
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
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
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
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
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?
missions_f_exp is in the Expansion folder
thx!
When making LODs do I need to make seperate low res textures or will arma automatically drop texture res over distance?
if your model has many sections then you should eliminate them on low LOD / use low res texture if necessary
Any idea why my normal map appears inverted? It works fine in blender
https://cdn.discordapp.com/attachments/495808732446457877/752000764943138970/20200905225836_1.jpg
https://cdn.discordapp.com/attachments/511405848086446092/751963076516905020/tinypebblesNORM.PNG
Because Arma uses inverted y axis (normalmap green color channel)
Is there a way to apply multiple emissive colors to a single object using a single rvmat?
SuperExt shader and an emissive map
I use this rvmat https://pastebin.pl/view/248d7a40
and this emissive map https://cdn.discordapp.com/attachments/320896410876772352/752890593654341732/vending_em.paa
are they correct to do that?
no
Hi gents, I wanted to ask if there's a way to remove the gloves on a uniform?
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
right, I used the base vanilla texture to start with
so I should be able to do the config right?
if the model has the selections for it
right... I'm afraid I wouldn't know what to look for
@dense peak can you be more precise about what uniform you are talking about
yes, the ig_guerilla4_1
it's the short sleeve shirt with the fingerless gloves and the trousers
you can try and check first if it has HiddenSelections
_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
alright, thank you I will try this tomorrow as it is 02:00 👍
i will try it now, because i am curious :>
just have to find the uniform..
it's part of the clothes
no chance of removing that via setobjecttexture
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?
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
oh right
though I have made rvmats where I've removed stages and they still worked
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)"; ?
or does that need different values?
some do yes
is there a list of these so I don't have to dig through rvmats?
alright
Might be on the biki actually. I think someone wrote example values
https://community.bistudio.com/wiki/Super_shader gives "blank" procedurals for each stage
so for _adshq I can use same values as _ads?
If it's got 1 as the alpha value, I imagine so
IIRC that's the difference between _as and _ads/_adshq, that the alpha channel contains shading info?
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
that biki link doesn't have a procedural value for smdi
suppose I'll have to dig through some rvmats to find one
what would I use for a _co?
is there any mask color that uses the that _co stage?
some neutral value or black would probably be best
in case mask mipmapping brings it up or something like that
as procedural color that is
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
#(argb,8,8,3)color(0.5,0.5,0.5,1.0,CO)
👍
mid grey should work
this looks about right?
well, everything loads fine in buldozer, so I'm gonna assume there's no errors here
yeah if it works in BZ it should be fine in game
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}
oh
and wiki page about rvmats
and you can also compared to other ready made rvmats from the excracted game data
that should get you started
ok thanks
also if you are after neon effects thats not quite as easy as slapping a texture on a surface
it is just called so its just a test file
and surfaces do not emmit light
alrighto
also you will want to look into texture naming rules
there is a wiki page about that too
Can someone tell me what I did wrong here to get the texture to turn completely black in the shadows? https://gyazo.com/09adb03b4fc5dab98a9269ee8db9c7e0
wrong rvmat setup
you seem to have some uv distortions happening there too
is this just baked on the vanilla character?
oh. the leg looks like its same as on the naked man
also looks like your shadowlod is bugged
We need to fix the shadow?
is this a self made model?
well your texture ther got all kinds of weird distortions
like some random shoes sticking out of the armor
So i need to redo the model?
I dunno, depends if you are happy with it
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
well the shadow yeah is not good at all. it does not fit the shoes
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.
joints dont like hard weighting
thats something that need to be taken into consideration when modeling rigid armor pieces
imo the ankle looks too thin but thats more a design choice
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
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
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
Hmm? The more realistic proportion we have currently?
no I mean if it was thicker
So you're suggesting we make the ankles thicker got it.
as for me it looks like its just ankle thats painted
all I know it could be robotic though
so up to you
Would it be better if we put the shin guards and ankles in with the uniform do you think?
in Arma gear yeah that would problaby be better idea
what is the right path in a rvmat file to load a texture from the mission file
assuming they are like vest or something at the moment
why is everyone putting textures and materials in their mission files
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
because it is for a server where no mods needed
meh. its silly. its still modded stuff.. But anyway the mission folder starts the path folder structure
the file is in the main folder of the mission folder but it tells me that it isnt there
dunno, maybe rvmats dont work out of mission folders
Im pretty sure they are not meant to be loaded from missions in masses
its silly to say "non modded server" but then have all the modded content in it
mhm so i have to create a mod
possibly
😦
I dont get why you folks are against mods when you clearly dont play vanilla Arma
because L*fe gave them lemons
can i add textures in a server sided mod?
nope
but how can i then add textures from a server sided file in a rvmat file
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
If they're mirrored, they're mirrored. Period, there's nothing you can do
Dam, thanks for the response mate
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?
make the textures in correct shade to begin with
what are you comparing to?/ where are you making your textures?
9.9/10 the program you make textures with uses different kind of rendering environment
so things do not look the same between the 2 programs
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?
what part is mysterious about that?
I dont think it can get more detailed except by showing each click in a specific program
i use gimp to make/edit textures, and im comparing the color to what i see in gimp
well yes the game does not render the same way you see the image in Gimp
any way around that?
use correct color shades
how do you mean
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
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
it does not change the fact that colors need to be made right in order for them to look nice in game
am I to assume you are making retextures?
yeah, i do
What's running up the issue is how to work with the _nohq post-grayscaling. Overlay, cut-out, etcetera.
there isnt really any that detailed tutorial as far as I know
how should i work with the nohq @deft lantern
its not for you
ah mb
he has his own problem.
I am a problem.
but usually programs have their own "how to use this tool" tutorials
it seems arma 3 is a little sparse on those
yeah
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
uh, yeah?
it is not always clear.
i was just making a comment, not complaining
was not pointed at you, just general observation.
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?
and how are you testing your textures?
are you packing them up into pbo?
i make the png into a paa through tex2veiw and then i replace the original texture with my own
then i pack everything back up
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
noo
wrong way
no
you do not pack someone elses work
this is all for personal use i must add
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.
More for ease of use - i.e. working with say, RHS' M10s or M93s(?) which don't typically have pre-existing templates floating about.
well how do you figure thats stealing? i just dont want to spend time doing cfgs yet
and nothing is being published as my own work either
well you do as you like. Im out.
okay
I dont condone those methdos, you do it right or dont do it
how do you suggest i go about it then
the proper way of hiddenselection configs
im here for suggestions
and if the thing is not made with those then it can not be retextured
so i do have to write a config for it to work correctly
^ or if the author has stated they aren't to be re-textured.
while more rare that too is a limiting factor
i.e. Delta with DHI, USP with USP, etc.
im aware @deft lantern
i learned the hard way not to use stolen content/ripped mods from other authors
what im currently working on has the permission from the original authors to edit, which is why i was here for help
do those happen to be life assets?
no
im not messing with life assets
you ever heard of the Bundeswehr Kleiderkammer mod?
nope
im retexturing their bundeswehr gear for a middle east faction mod
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.'
the cc-license which i havent violated
Always messy that imo. but sure. Seems like they have given quite free hands on the stuff
Hey all, hoping someone could help me, I am trying to find the Shirt with Camo bottoms but I cant find it
Can someone point me in the right direction cause I cant find the directory
Is it one of the Contact DLC ones?
if so, you won't find the directory since the Contact DLC files are all still encrypted
unless you mean the filepath?
@pale bough It's the main one, the skin tight one with camouflage trousers on the Blufor Machine Gunner for example
ah
well the pants are the same texture as the regular full uniform
though not at my PC right now so unfortunately I can't help you find the shirt texture
are you trying to find the file?
@misty sphinx
@worn turret DayZ questions best pointed to DayZ or DayZ modding discords
well the DayZ knowledge is concetrated to those discords.
this is for Arma stuff.
But to make an educated guess, the reason to use multimaterial is the same as to use it on buildings
combine different surface materials on same surface mesh
DayZ uses enfusion shader afaik
@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
you can check characters textures with the getObjectTexture commands
live in game
or look up the characters config in config viewer
and see the hiddenselection array
might be it has no hiddenselection set up
try looking at for example the pacific version
or ctrg camo version
if the first one doesn't have it
afaik all vanilla characters have them
iirc the older style ghillies (pre-marksman) don't all have hiddenselections set up for the actual ghillie bit
at least, config wise
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
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
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
@worn turret DZ stuff is different in many ways so the best place to ask is where the people modding DZ gather
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
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?
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
Okay mate thanks for the help
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?
Check:
- Picture size must be 2^n (512x1024, 2048x2048, such)
- Picture name suffix (
_ca.paaor_co.paawill do)
@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?
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
without having a look at the fake looking one, nope
would post it here but dont have perms
want me to dm it?
imgur it
i sized it down obviously
but i dont think i have the downsized version anymore
lemme see
https://imgur.com/KonKyRf found it and uploaded it
i think this was the downsized version i used
Still illegal texture
illegal texture?
Check what I linked
IDK about Arma 3 Units so probably don't need to think about naming rules, maybe do. IDK
so what you are saying is it has to be smaller right?
Did you read what I wrote?
The resolution has to be power of 2
So 512x512 or 256x256 or whatever
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?
Wrong resolution must mess everything
ah ok
ok so i did that
res is now 512x512
not to be a pesky dick but that didnt change anything
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.
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
you can do that in either photoshop or substance. for substance painter, there is a nice generator plugin
https://gumroad.com/l/LiHGJ
Inspired by Eddy Khaou amazing work: https://www.artstation.com/artwork/x5xPOMy Work:https://www.artstation.com/artwork/1nLPDGhttps://youtu.be/4etvAog1o-IUse with Substance painterhttps://youtu.be/xxc6_BpGwb4ContentsPatches Generator.zip containing:Patches Generator.SBSAR 6 pr...
ah thank you very much @frozen blade @versed nacelle
thats exactly the kinda stuff i was looking for
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
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.
@versed nacelle those look really sick, definitely able to pull that off
tyvm
https://imgur.com/ddg60Gp this is prolly what i am gonna end up using for a while
https://imgur.com/aYKDHnY looks like this ingame
Does anyone have a template for the kajman?
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 ^^
mask is used in the multimaterial rvmat
then the colors on the masks connect to other textures defined in the multimaterial rvmat
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.
@cinder perch, is it actually saving it as .rvmat or .txt
Well, it's saving as the .rvmat file from what I can see.
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
Both the "type" column show and file properties show this as an .rvmat, and file pathing in the config.cpp is correct.
how you calling the rvmat?
hiddenSelectionsMaterials[] = {"SSG_G3\Data\G3.RVMAT"};
you have the hiddenSelections[] as well?
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"};
hm. thats about the extent of my knowledge on this one
variant texture shows though?
It does. But the adjusted parts still show the vanilla materials, if that makes sense.
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.
Figured it out. It was a file location and addon builder setting that I needed to tweak.
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
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
perhaps you did not apply it on both lods
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
odd. I think it should show up
is your geo lod proper? maybe it thinks its 0mm big
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?
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).
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
No you’ve said RIP and Profit, you won’t find help here with that
@trim vale check https://community.bistudio.com/wiki/ArmA:_Cheats#TOPOGRAPHY
@frigid escarp You rock thanks
Pull/rip its the same thing.
its not.
I have interest in making a profit from it
quite sure that's a typo
You are correct it was I have NO interested in making a profit from it
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
@frigid escarp Didn't work for me sadly I'll keep looking into it
@past storm there is character encoding guide on BI wiki and topics on retexturing with hidden selections on BI forums
@trim vale search on google with arma TOPOGRAPHY
there is some issues/things to consider when doing it
I did but it didn’t work
arma needs to run as admin so it can write to C:
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
@trim vale worked fine in normal game and running as admin
¯_(ツ)_/¯
did you make a config for it @spring crescent
i copy pasted the config in the original pbo folder where the beret is found
Do paa files for object builder have to be square and follow the power of 2 rule?
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
@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
damn then i need to learn programming
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
reading this now and not sure what they mean with the
^(?!.*?(^\tclass|parameterA|parameterB|etc)).*\r\n
that is a regex command that does what the point 6. tells you
its not a mandatory step
👍 be sure to check you the BI forum editing section too
where are all the textures.pbo for vehicles etc located?
vanilla vehicles?
yeah
like the ghosthawk/hunter/mxc you know
all the default arma stuff
.
additionally dlc equipment
easiest way to find them:
download the All In One config dump, look up the class name (ctrl+f) and follow the path that's in "model = ... "
https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?do=findComment&comment=3408530
that has a list of all pbo files?
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
and where do i find class names for vehicles?
https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST i would presume it is these pages but if i control+f 'B_Heli_Transport_01_F' it doesnt jump to anything on the doc
getArray (configFile >> "CfgVehicles" >> classname >> "hiddenSelectionsTextures")```
polpox to the rescue 😂
on that wiki post which link did you follow?
???
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
Or run the code I posted, use either
u see my grand-grand pa was a ninja
roight
I am fully lost so perhaps I shall mess around with eliteness then come back later
how can you be lost?
it's loading a config file in a text editor and doing a search...
you underestimate how new i am to this
it's nothing different than loading a text document in word
basically
what editor do you use?
notepad++, sublime?
and what exactly is the config :p
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++
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?
https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?page=2&tab=comments#comment-3408530
last post by chairborne
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
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
sweet, downloading
It doesn't matter. Both won't change the texture you're looking for
so I unzip the rar, open the .cpp file using notepad++ and ctrl+F class name for vehicle/weapon/whatever correct?
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\...
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
both. this heli has two textures on one model applied. the model might have a body and a tail texture. can't remember
i see
B_Heli_Transport_01_camo_F is most likely the green one then
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?
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
alright, i have to unpack
nah just main c drive hdd and portable d drive hdd
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...
👍
follow steps 1, 2 and 3 from the "getting started" section
https://armadocs.gitlab.io/terrain/01starting/
Arma Terrain Documentation
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?
full of random stuff
and that would be?
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
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
yeah, cheers mate
o7
🤘
steps 1,2,3, done, for anyone still following
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
the ArmaDocs link above has all of that
whilel the site is terrain focused, the basic setup is the same for all modding
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
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
well for a start you should be using correct _co suffixes before you convert to .paa
convert to .paa? the original textures are .paa
fyi i have been following this guide in regards to applying textures in-game
hey would an experienced retexturer please message me regarding a private use retexture I would like to work on
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 🙂
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
@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
@spring crescent wrong channel mate.
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?
how did you change the file type?
just renaming it in file explorer
that wont work
with image2Paa or TexView from armatools
okay
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?
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
so how can I use texview to convert my png to a .paa properly?
is it really as simple as just saving as .paa?
Yes
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?
If you don't use it in actual product, won't do anything
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
Check path
what path? dont you just put the .paa in mission folder?
If it's invisible, it must be wrong path aka file doesn't exist
Supports
hum
Where did you put into?
just the mission folder
Something.Altis
├mission.sqm
└Heli_Transport_01_ext01_CO.paa```Is this your folder structure?
yup
Can you check your paa on TexView2?
naw i just found the issue, there was an underscore that i thought i already removed x)
cheers anyway
ive updated texture and put it in the mission file but the old texture is still loading
ive tried rebooting the mission
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
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?
@ember abyss please keep the discussion to a single channel, ideally this one
sorry, the textures for the turret, so far i've only found textures for the base
If its possible to change it, then it's listed as hidden selection in the vehicles config
aight, thanks
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?
What model?
My own, custom
Does the model itself have a texture?
Nvm, it suddenly started to work just fine
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
Are binarized
how do i get past that
You would be arrested if you through it
Basically no
Some of them did already
Maybe maybe not
right
Do you need them in P am I right?
.paa
yea
although i guess .png would work cuz i have to convert them to .pdn to use layers
You don't need actual file to make pboProject works, just make placeholder files
you mean make from scratch? sure but I've only had experience with editing in-game ones
I said placeholder. 0 KB files are fine
idk what those are unfortunately
0 KB files, placeholder. You should get it, if you don't, Google it
all right
There are .psd files for some Enoch content in the Arma 3 samples
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
am I correct in assuming you cant retexture vests and helmets with setObjectTextureGlobal?
Yes
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
lol what?
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
as a dialog?
UI thingy
Anybody got a good guide to rvmat?
there are couple of Wiki pages about them and different shaders
but what about them do you have trouble with?
is this for a custom model or for a retexture?
For the User Texture prop
Alright thank you this is a good starting point.
Yeah nadda, idk I tried just normal map pixel and vertex and it doesn't look like it works
Possibly the object has no .rvmat in the model so material can't be changed?
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
So after more testing, the rvmats that come with arma work fine, but my custom one doesn't.
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)
No, you run it with the .pbo unpacked and -FilePatching startup parameter
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
probably wrong resolution
resolution is 1024x512. the previous pictures are the same
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
Out of curiosity, does anyone happen to have any decent quality French CEU or French Lizard camouflage they'd be willing to share?
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?
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
if you make it a mod you can use the publisher (part of Arma Tools) to put it on the Workshop
Ok
Why is the texviewer turning the textures blue if i put the textures in as a yellow, black, white , ect
Almost like inverted
Because you're not using valid texture dimensions usually
So resolution size
He is saying it is 2048x2048
remote support costs extra
Maybe wrong bit depth or image format.
what did you convert the file to paa from?
Is it an engine limitation that alpha textures with a solid color are still see through?
Pretty much. Should only use alpha textures on faces that you actually want transparency on
Darn, this makes my quest even more confusing. rvmats only want to render normal map In some cases on props that support translucency.
That does not sound right at all
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.
What shader type is used there?
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?
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
ohh .. so basically i need to create an "alpha channel" say on blender or 3ds .. and map the transparent parts to that channel?
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
got it ... thanks @nocturne lake ... ill take a look at that info
@full quarry Its using Super, I tested Normal Pixel and Vertex and still see the same results.
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
BIS_fnc_exportEditorPreviews
that AFAIK doesn't work with uniforms which is a bummer
It works for units/vehicles and props.
Uniforms can simply display the unit.
Problem is gear (vests, backpacks, helmets, etc), those don't work
hmm I have an idea now
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??
Only if texture is made wrong.
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
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.
- 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.
so you couldn't have a 1024x2048 texture for something?
you can...
could even do something silly like 4096x32
ah, just so long as each of the dimensions is a power of 2?
exactly
cool
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
noted, thanks

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
Hi, I made a multi material rvmat but it didn't work correctly. What I should fix?
Rvmat source is here →https://pastebin.com/sKtv79Lp
_mask is like this https://cdn.discordapp.com/attachments/320896410876772352/764789862900957184/371.png
and it have to work like this https://cdn.discordapp.com/attachments/320896410876772352/764789838167277588/372.png
preview in eden
https://media.discordapp.net/attachments/320896410876772352/764789680360128532/107410_20201011185938_1.png?width=1216&height=684
I found that UV may be the cause but it still confusing me
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
I know, so UVset0 was used for Materials, and set1 was used like screen shot
all UVs for the second UV set must be in the first UV tile
where is the first UV tile?
how I can find it?
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
I got it, thanks
Well any uv tile will do as long as only 1 tile is used
As 1 tile equals the space of texture you use
oh yeah
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)
I usually save as 8bit PNG with RGBA which works perfectly fine to create transparency in PAA
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
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
so can you explain exactly what are you trying to do
and what models are involved
new model/retexture/etc
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
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
some part is not done right
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😑
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
you can try #creators_recruiting
Is there any Texture devs here
probably many. but the RP scene has pretty bad rep and most of the experienced makers are not really interested in it
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.
not sure if I should ask here or #arma3_model
but what vertex and pixel shaders should I use for a completely metallic object?
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
got it
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
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
Check if they have hiddenselection config in the items. If they do they you make new item class that uses new texture like before
Does anyone know how the unit emblems from Arma 3 Units are put on the in-game player uniforms?
There is a selection/section that gets replaced by it
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)?
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
How can I browse all .paa files?
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
At that point you might as well setup the mod developing environment properly... 🙈
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
This is what the issue looks like https://media.discordapp.net/attachments/228954747074379788/766338435631546378/unknown.png?width=1204&height=677
the uniform is probably not compatible with whatever texture you are trying to use on it
Ive seen others use custom normals on vanilla uniforms
my normal is just an edit of the vanilla normal where i adjusted the kneepads
and how did you assign that custom nohq texture to it?
@frozen blade copied the rvmat, changed the texture path and used that rvmat with hiddenSelectionMaterials
@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
@frozen blade yeahm just like i said
I put both the rvmat and the class from cfgVehicles in there
@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}; }; };
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
yeah that was my doubt, how would an rvmat look if made for a texture I'll never see
Eh?
guess a basic one wouldn't need anything fancy
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
If it uses hiddenselection you should have the whatever you put on it by default on there
should I build from something like default_alpha.rvmat?
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.
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
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.
Texture file and rvmat changes should show up instantly. Your setup is likely faulty some other way.
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
Wut
its a 2D plane near the object not part of the object
Just type in what is it you are really trying to achieve xP
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?
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
correct
I mean the face is then always visible
Even if it has texture that has full transparency
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
Try which of the default rvmats fits it best
Wut
That square plane has mesh behind it yes?
yes
And that mesh is not part of the hiddenselection right?
correct
I think you have waaay overthinked this
I know I could have made it part of the mesh
It would not make this any easier
I consider the current method more comfortable
And is you want to use alpha texture no you could not have
yeah
But the alpha texture plane does not make the whole object see through if you give it an alpha texture
I'm simply trying to add alphaed text to the square but it keeps going black as if it was a _CO or something
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
oh
you're saying I should add an empty texture as base?
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
oh in that case we're back to square one
because I am using an alpha text as default
I don't understand the problem anymore? Do you have that alpha text texture set on it in the p3d
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
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
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
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
Doesn't it default to whatever Is on P3d if none are assigned on the config?
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
thats bizzarre but I'll try
what is bizzare
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
engine needs to know that the p3d has an alpha texture
if it finds no alpha texture assigned on binarization, will not "flag" it as an alpha "ready" .p3d
oh I see
Sorry quick one on file patching again - is it only Dev Branch that allows live changes?
yes ^
Ah - that will be my problem then 🤦♂️
Many thanks
@spark shore you could have just used one of your existing textures
instead of the blank one?
didn't seem to work
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
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
Sorry - the online info is suggesting you can change EVERYTHING on the fly except config.cpp
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
Oh 😦
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
Would you expect things like specular values in .RVMATs not to update?
no rvmat should be instant when you tab back to arma
OK - I definitely don't get that
also regarding the diag exe and dev branch, I run diag exe on stable just fine with filepathcing
and you're right that sights don't update with diag_resetshapes
diag is the only thing I have downloaded from dev branch
id wager sights are handled differently
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?
ive used both. in rvmat. the actual file needs to be properly converted .paa
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....
even on mission restart?
Correct
i have been tweaking.paa files using file patching for a fee years now
same for rvmats
I thought I should finally try it given how much time i lose re-packing just for .rvmat tweaks
Apologies if I'm in the wrong channel. Would anyone know where I could find the texture for the Altis map poster object:
https://community.bistudio.com/wiki/File:Land_Map_altis_F.jpg ?
Looking through its config entry, I couldn't find a reference to the texture, and it has no hidden selections..
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
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.
yes, look at the textures of "cockpit" of cars like the Mraps.
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.
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)
okay. guess arma has no support for alpha mapped em textures. fair enough
there is a thing for that but its not very easy to use and is not really documented
