#arma3_texture

1 messages Ā· Page 45 of 1

severe rune
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Something to fix then.
I know someone made a better preview screenshot script, but I dunno where

whole haven
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RPT logs show most of my textures dont have a UV source, how to fix?

silver gull
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you have rvmat?

whole haven
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I have my rvmats, but can you elaborate on that feature?

silver gull
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post the rvmat on pastebin or something similar

whole haven
#

Alright, i have over 50, but most of them are the same just different paths

#

some with NOHQ and some without

silver gull
#

50... for one object?

whole haven
#

Yes, there are a bunch of uv's, I can't stack them all together or it makes the FBX corrupt, so I can't use it in substance painter

#

Lots of them are the same material, just different locations

silver gull
#

if you have 50 rvmats for one object you are doing something very wrong

whole haven
#

How should I go about it? I can try to reduce but it feels like I really can't, I can reduce the polys on my model and remap the UV's, see if i can get them less

silver gull
#

well then first show and explain what your model is and how and why you need 50 textures + rvmats

whole haven
#

Okay, it is an F-117A High poly model, basically, if i try to smart UV project the materials for the faces that are all the same, it usually crashes my blender because it can't just squeeze that many faces onto 1 UV. So I branched 1 material out into 3, so they could map properly, here is an example of my code

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it's for c++ and apparently paste bin is down or something right now

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had to used scuffed website lol

#

Im actually noticing something while i look at this.... my fresnel texture has a "none" uv map, and that goes for most of them

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I wonder if it's something to do with that

silver gull
#

first of all, this doesnt look like a proper supershader rvmat. Supershader rvmats have 7 stages, you only have 5

whole haven
#

oh.... so super shaders need all 7 stages to work?

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cause i know you can apply other shaders, i thought this was a universal one

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haha

silver gull
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you cant just willy nilly swap stages and what is in them

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each shader has specific stages

whole haven
#

Okay, so i would only use the super shaders for things that need high detail, because I believe I have all the right PAA's to make this work and exported them properly... now it's about actually utilizing the RVMATS

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here's some more code, I think I'm missing a MC texture, I didn't quite understand what it was or what it did, elaborate?

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This is for the NOHQ maps

silver gull
#

that one is wrong again. Stage 3 must be a MC map. You cant just delete that and rename the other stages to be one lower. Thats not how it works.

#

if you dont have a specific map you want to input, then use a procedural map

whole haven
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Okay! Because i don't think i NEED an MC map, thanks man!

silver gull
#

texture="#(argb,8,8,3)color(0,0,0,0,MC)"; would be a procedural mc map

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and texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; a detail map

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and again, if you have 50 textures - you are clearly doing something very wrong. No high poly model or other stuff justifies that. Its a terrible setup and you should learn how to do it properly

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i dont quite know how you got to the conclusion that you need 50 maps

whole haven
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I will try to re UV map, I honestly, think it was because I was smart UV projecting instead of just flat out unwrapping

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It was more of a blender related issue

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A lot of the materials can be combined too

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Some of the polys in the model are separated by materials that should be linked together

silver gull
#

what resolution are the invididual textures?

whole haven
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2048 for the main parts, 1024 for some of the smaller, but noticeable bits, and 512, 256, and 128 for smaller textures

silver gull
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thats all kinds of wrong. 512, 256, 128 are never to be used, if they are part of a bigger model.

whole haven
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Even with a smaller cockpit? I have some tiny details that I dont think I need 1024 maps for

silver gull
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i dont mean increasing the textures

severe rune
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More efficient to put everything on a bug texture, than using many small ones

silver gull
#

i mean aggregating them all into larger maps

full quarry
#

For a plane like this you should have max 2 exterior textures/materials and 1 interior one.

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For the final game ready model

whole haven
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Ohhhhh, Ya know , i really can do that. I can map more textures onto actual PNG's and make that 2048

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That's just me being lazy

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I have some, but most of them are for separate UV maps for the lettering and the gauges

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this is an example of one of my texture maps

full quarry
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Well possibly the interior view lod can have some more detail ones.

silver gull
#

yes the interior can have more detail, but you still should aggregate the textures. 512 is just totally inefficient. Instead of 16 512 textures you should use 1x 2k texture

full quarry
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True

silver gull
whole haven
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uno

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because u can compile a bunch onto one UV surface

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I was just lazy and wanting to throw the raw model into game to see if it lagged, this ain't my final part, just learning along the way C:

silver gull
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1 for the metal panel backgrounds + writing - 4k
1 for all knobs, switches, and metal bits around the dials 1k
1 for dials backgrounds and indicator lamps backgrounds and the needles and 1 for illuminated version of it 2k

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if i would do it again, i would use tiling textures for the metal panels and have the names as alpha (instead of directly painted on) - which would save a lot of texture space, so i wouldnt need 4k

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with interior you can do a bit more / us a few more textures. But exterior needs to be very optimised. Because everyone will be forced to see it, if someone flies that thing.

whole haven
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Thank you ! will give this a read, thanks for your info and input!

silver gull
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keeping it as it is, spawning one f117 with that kind of texture setup would be equivalent to spawning up to 40 different cars (depending on what size/type etc) ingame.- at least model wise

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every modern game engine works like that btw, not just arma. Optimizing amount of textures used / draw calls caused is a very important factor in game art

whole haven
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I was more of a modeler at the time, i didn't really know the implications of the games engine. Thank you, I needed this conversation bad lol

spring crescent
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not sure if this is the right place to ask, but is there a way to repair an .pbo file? i want to retexture some uniforms from Faces of War and it says "An error has occurred during the file loading"

opal vault
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iirc this means it's been obfuscated, and basically shouldn't be unpacked.

full quarry
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@spring crescent they don't want you to open them. Ask for texture files from the devs.

spring crescent
#

gotcha

random hemlock
#

Hey guys, having a small issue and would appreciate any help (cross-posting this from CUP discord since it's probably a more generic me vs arma issue) I'm trying to create a simple retexture of one of the pieces of headwear in the CUP mod (specifically the SLA Officer Cap). I've used CfgPatches to create retextures of vehicles and structures many times, but this is my first time doing headgear so it's probably just a mistake on my end.

The problem is that while the new hat appears in game, it still uses the default texture rather than the new one I am applying to it. Any idea what I've done wrong? My config.cpp is as follows:

{
    class PTF_Headgear
    {
        units[]={};
        weapons[]={};
        requiredVersion="1";
        requiredAddons[]=
        {
            "PTF_Main",
            "CUP_Creatures_Military_SLA"
        };
    };
};
class CfgWeapons
{
       class CUP_H_SLA_OfficerCap;
       class PTF_OfficerCap_Gen: CUP_H_SLA_OfficerCap
       {
       scope = 2;
       author = "CUP-Edited";
       displayName = "New Officer Cap";
       hiddenSelections[] = {"camo"};
       hiddenSelectionsTextures[] = {"PTF_Dress\data\np_officer_hat_co.paa"};
       }
};```
The PBO structure is very simple:
```\PTF_Dress\data\np_officer_hat_co.paa
\PTF_Dress\config.cpp```
severe rune
grand warren
#

Quote Dahlgren on the CUP discord:
CUP_H_SLA_OfficerCap does not have retexturing support via camo selection

random hemlock
#

Yup, looks like that's my issue. That sucks, the cap was perfect for what I had in mind!

grand warren
#

you can always open a ticket on our bugtracker. it might get changed at some point

random hemlock
#

Did a uniform retexture for USMC Class A Service dress

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And just missing an appropriate service cap model.

candid plinth
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@random hemlock I had the same problem something ago

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so I created my own Officer Cap

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link on your dms

slow crane
#

So lately I've been trying to figure out if it is possible to assign a thermal signature on a sight's recticle?

I was thinking it might be possible to do with some tinkering with the RVMAT's TI material, but I haven't had any luck, anyone else try this before?

full quarry
#

unlikely I think

slow crane
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Unfortunate, is there another way to implement it that you can think of or am I just SOL

full quarry
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this on a weapon or a vehicle?

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@slow crane

slow crane
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This is on a weapon, and the sights are just a flat plane with a texture on it

full quarry
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I guess you could make the crosshair mesh

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as the problem is that thermals dont see through surfaces

slow crane
#

ah

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So I would have to model the sight to actually be geometry attached to the model

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that would be kinda funky

full quarry
#

thermals dont work that way really

spring crescent
#

does the chest rig use the same texture as the Carrier rig and Carrier Lite?

slow crane
#

It was worth a shot asking about, I'll see about implementing the other way, thank you Goat!

full quarry
#

@spring crescent you may need to look into the configs to find out

spring crescent
#

alright

ocean river
#

hello everyone iam new here. me and my friends are making mods for private use and we are missing model of mig-21 airfighter. i looked all over the google and couldnt find it so for any help thanks in advance

lethal condor
ocean river
#

where should i ask then?

lethal condor
ocean river
#

thanks for help sorry for wrong place

charred thicket
#

WTA anyone take a freelance job for texturing arma asset?

neat cape
whole haven
#

literally instant spawn time too

full quarry
#

weee

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first spawn is always a bit slower as its loaded up to memory

whole haven
#

anyone know why this texture renders black?

full quarry
#

missing something in rvmat

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possibly

silver gull
#

or wrong input. e.g. if you make a procedural ads texture black

whole haven
#

Roger

whole haven
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I think it's actually something to do with lighting... it sometimes barely shows some color under some light conditions

silver gull
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recalculate normals (with F5) make all faces sharp (unsmoothed) and check again

whole haven
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Actually, It could be the smoothing, I have all my normals facing the right way, but I think smoothing the normals could be on when i export FBX

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i will double check

whole haven
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It turned out to be the AS maps, I guess they dont render correctly on that part of my jet

silver gull
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"guess they dont render correctly" - err no, if the diffuse texture shows ok, then you messed something up in RVmat or the _as texture itself

whole haven
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Probably the AS texture, i never baked the ambient occlusion and i left it to the input maps

silver gull
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cant render something you dont have... If you want "no as map" then use procedural AS texture with everything white.

whole haven
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Well I had an AS map all white before, I'm saying baking detailed ambient occlusion maps, substance painter gives the option for just input from the slider without baking and that's what i did

whole haven
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Flickering shadows inside mesh, how to fix?

full quarry
#

Do you have a shadow lod?

whole haven
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Yes, but it's a low poly one

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Maybe i should duplicate my OG one

full quarry
#

no

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its way too complex

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shadow lod has few requirements for it to work

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all mesh in it need to be closed

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and preferable the shadowmesh surfaces is slightly below the main mesh

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so that it does not clip t through

whole haven
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roger, so closed mesh basically means no holes? i think i already kinda resemble that

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idk if you mean something else by that though

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Also, it's below on the z axis, should I move it to the right or left a tad too?

full quarry
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yes no holes, no open edges

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well if all surfaces move below the originale they shrink from all sides

nocturne oxide
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Was not sure if I should put this in here or Model makers but when I put a patch on my vest it is nearly invisible, I have the path and stuff properly defined on Object Builder

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You can slightly see the image but it is borderline invisible

full quarry
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probably wrong _suffix on the name

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or somehow wrong fileformat to begin with

nocturne oxide
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I had it as a PNG and went to PAA

full quarry
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how about the name suffix?

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and you sure its not that transparent in the original?

nocturne oxide
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How do I check name suffix?

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I am nearly positive

full quarry
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yourmodtag_texturename_suffix.filetype

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there is a texture wiki page that explains the suffixes for different texture types

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the transparency looks ok

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but your texture resolution is not supported by the engine

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it needs to be power of 2

nocturne oxide
#

Got it, thanks man

full quarry
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the texture wiki pages I think explains that too

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so Id advice taking a read through it

nocturne oxide
#

Gotcha, thanks

fossil zephyr
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is it possible to have a texture on a terrain that emits light, or casts a shadow

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weird question i know

full quarry
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No

nocturne lake
#

No illumination sources cast shadows except the sun and moon

frail crag
#

Pulling my hair out here. Doing a retexture of a vehicle, same as i've done before on a ton of other vehicles. Yet on this one persists to show the original texture and not my new one, despite that i've put my new texture directory in hiddenselections, and this vehicle has hiddenselections enabled. Any ideas on why this could be?

severe rune
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"and this vehicle has hiddenselections enabled" u sure?

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checked ingame config viewer if your changes take effect?

frail crag
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In the config for the original vehicle it has both hiddenselections and hiddenselectionstextures, i'll check config viewer for my reskin, one moment

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Yes, in the config viewer it shows my updated texture path and file, but it is not what is being displayed on the vehicle

severe rune
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that the config has hiddenSelectionTextures doesn't mean that it works

frigid escarp
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requiredAddons set correctly?

fiery crow
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How do I convert PNG to PAA?

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it says that it has incorrect file size

full quarry
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it may mean resolution

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what resolution is your image

grand warren
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@fiery crow
source image must be power of 2 (n^2)
like 128x128 / 128x256 / 256x256 / 256x512 / 512x512
ect
ect
ect

fiery crow
#

dammit

grand warren
#

language...

full quarry
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that is quite normal for games?

grand warren
severe rune
#

Its DXT format limitations

grand warren
crystal bramble
# fiery crow dammit

U can use GIMP to resize and also change the bit depth if needed then just use texview 2 to convert i find the ImagetoPAA does not work half the time even tho it should

full quarry
#

Never had problem with imageToPaa when file format and resolutions are correct.

frigid escarp
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few questions from a non art guy:

  • what kind of textures can you load in SP? i assume tga would be preferred
  • how much quality loss does paa->tga->paa result in
  • do you need a high poly for SP? or is it just to generate a new texture with more detail, but an existing texture the normal RV engine p3d model (low poly) is enough
celest obsidian
silver gull
#

no HP -> no automatic edge details from filters etc possible. . Have to hand paint everything (except now in 3D thanks to SP).
You can paint normal map details on faces in SP, but edges i dont think you can smooth manually

frigid escarp
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thanks both of you šŸ™‡ its about old models done prior to modern artist workflow

celest obsidian
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You can import you old textures and enhance them using painter. ^^

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Generators are super powerful.

frigid escarp
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so applying some rust, dirt, wear, etc via generators?

silver gull
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no, generators dont work well at all without HP detail (esp. not without baked smooth edges)

celest obsidian
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They work fine if you use anchors but yes, of course, it might not work well with a very low poly model

silver gull
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"use anchors" - only if you paint in normal map detail to begin with

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if you just apply generators to basic diffuse texture with only an AO map to drive the effects, you wont get very useful results.

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also something to consider - the normal maps from old A2 era objects are often terrible - just some sloppy Adobe normal map filter from the diffuse)

celest obsidian
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Sure, it also requires some knowledge first, just like any software. To be honest, applying dirt and rust with a dirt or curvature generators is not a problem at all. You might need to tweak some parameters first, tho. I'm used to work with both low/high poly models and smart masks + generators work pretty well with low polys. Again, if it's just to highlight edges, add dirt or rust, it's ok. :)

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But yes, you're right, 512px normals might be a real problem haha

crystal bramble
full quarry
#

What's the bit depth?

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Where its made?

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Png has all kinds of possible settings and some may be incompatible

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Could also try non compressed tga

crystal bramble
#

its bit dept 8

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and i use gimp to resize

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and change bit depth \

full quarry
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And the tool install itself might be broke

crystal bramble
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even if it works for jpg files?

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only png giving me issues

full quarry
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then its quite likely you do something odd with the png

crystal bramble
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just got a pic from google crop and resize. then add alpha channel so that it can be a transparent background. am i missing somthing or doing somthing worng?

full quarry
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doesnt really sound like it but maybe you do

crystal bramble
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ill try another random pic just to see

crystal bramble
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k well png not working not sure why but i did get tga to work at lest now so i can get the transparent background like i need thank you for your help

full quarry
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can you upload the png somewhere? Im curios to try it

full quarry
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it indeed does not convert

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so something wrong with how its processed

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also you should always use correct texture suffixes in the filename

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solved

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it has indexed palette

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that does not work with the tools

silver gull
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prob used some web image as base?

full quarry
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ye

crystal bramble
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yea i am for now well i work on something as a replacement but needed somthing for testing

full quarry
#

you should be able to find those in the unpacked game data

silver gull
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doubt it has actual textures.... most likely its just procedural texture

full quarry
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it has rvmat at least

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likely textures too

versed nacelle
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Question is; does it have a hiddenTextures entry in the config?

full quarry
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ye I think so

past belfry
#

So I'm currently trying to make a stealth suit and in so I need to make the unit go invisible, so I'm currently trying to get a see through texture(Not fully see through but something slightly tinted) as that is what I thought was the right option. So I go to generate a texture using texView 2 as all I want is a slightly tinted texture but when I save it always saves it as DXT1 removing the alpha channel(making it solid), even though I have ARGB8888 or DX5 selected in the drop down menu. How do I solve this?

Managed to find a 512x512 see through image that was basically what I wanted from an old PMC tutorial from 2007(for presumably OFP) that when I opened in texView 2 was in DXT5 even after I saved it and reopened it. When trying to apply that image in the in-game editor using setObjectTextureGlobal it sets the texture but it isn't see through, it's solid. So is it even possible for me to give a unit with a solid texture a non-solid one? Do I need to make a custom rvmat? I've tried "A3\Structures_F\Data\Windows\window_set.rvmat" but it is real jank and not really what I want and doesn't solve the issue with the PMC tutorial texture either.

full quarry
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not possible to give solid unit non solid texture

past belfry
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gg

full quarry
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you can check out "optical camouflage research" topic on BI forums

past belfry
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@full quarry Anyway to just hide the texture of an object then? I would prefer not to have to use hideObjectGlobal as that almost completely screws the enemy AI. I would prefer to use setUnitTrait to affect the enemy AI as it seems more controllable and seems to fit my use case better after some quick testing in the editor.

full quarry
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have not had a chance to explore the method any further yet so dont have an answer at this time.

past belfry
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Affirm

lethal condor
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What issue?

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You can always get some samples by unpacking pbos

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Resolution doesn't matter

lean hawk
#

is that a fallout 4 model?

full quarry
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Ffs don't use ripped models

severe rune
#

!purgeban 697264937713664112 240d ripping Fallout 4 Models and asking for help with illegal content

bleak bearBOT
whole haven
#

I have one texture that renders black, it has the file path correct, it has the rvmat correct, the uv's are fine, i'm confused why it's the only texture that doesn't work no matter how much i try to tweak it

full quarry
#

usually means one of the rvmat stages does not load right

whole haven
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haha thanks, think you're right

tired lynx
#

So I’m making a texture pack. It works fine but every time I try lid in with it I get a warning saying it requires a dependency (which it has)

full quarry
#

what says that and where exactly?

grand warren
#

Screenshot of the message to imgur and then link her please

full quarry
#

freudian slip there @grand warren

grand warren
#

Huh?

full quarry
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missing e

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nevarmind

tired lynx
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Never used imgur sorry

full quarry
#

any other image host will do so you can link the picture

velvet snow
#

So, I'm looking to retexture the Contact radio backpacks. Anyone know how I can get to the data, since it's in EBO?

pale bough
#

if you get the arma 3 samples there's a template I'm pretty sure

versed nacelle
#

Contact assets are not available yet for the public, and I doubt the templates are released either

velvet snow
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I've seen Contact retextures already- Specifically, LDF. Made me think something was available.

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Oh, the template was in samples after all.

pale bough
errant palm
#

anyone know whats the best way to manipulate reflectiveness/glossiness? specular in rvmat? doesn't specular just darken the texture when lowered?

silver gull
#

there is no "best way". Its down to experimentation what works for your thing or not

errant palm
#

smdi has a lot to play in it right?

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for example, house roof shingles

silver gull
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make a gradient map in the 2 channels and test yourself

full quarry
#

specular array and specular power set the overall specularity of the model and SM/SMDI modulates that

whole haven
#

is there something wrong with my rvmat? this is what my texture looks like in game and this is the rvmat

full quarry
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Id strongly recommend using the supershader one

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and checking out the default rvmats in P:\a3\data_f

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yours is missing quite a bit

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you cant just leave stuff out

whole haven
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I can use super shader, ill see how that works

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what exactly am i leaving out though? I know that there's enviroment stage and the fresnel stage but I didn't think I needed that for my shader I have

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most of my textures use the same format for the rvmat

nocturne lake
#

You need every stage for the shader you're using, and every stage needs to be the right map for that stage

full quarry
#

everything that is in the examples needs to be in

sonic dagger
#

Hi ! I'm new to arma 3 modding and stuff. I made an addon with the help of the people in #arma3_config, but now I have another problem. I can't see the texture of my vest. I have it in my inventory and all, but I only see what looks like a shadow, so I guess I did something wrong with my .paa but I'm not sure what

full quarry
#

id say its just not loaded

sonic dagger
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How can I load it ?

full quarry
#

well for starters you could try unpacking the pbo to see if it is actually in it

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or what kind of folder sturcture is in there

sonic dagger
#

the folder is called "Gilet_Staff", there's a "data" folder, and the "Staff.paa" is inside that folder. So I wrote hiddenSelectionsTextures[] = {"\Gilet_Staff\data\Staff.paa"};

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I think it might be the problem, or my .paa is maybe wrong ?

full quarry
#

well all textures should use correct texture suffixes before conversion to paa

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and they should be in power of 2 resolution

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is the config.cpp in gilet_staff\ folder?

sonic dagger
#

Yep, in the gilet_staff folder

full quarry
#

and is that folder on P:?
p:\gilet_staff

sonic dagger
#

Yep

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The picture is 2048x2048 with 32 bits of depth (and I guess 72 dpi)

full quarry
#

simplest to use x

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xD

sonic dagger
#

Yeah, I think it's better x)

full quarry
#

start with having correct suffix for it

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in the original png/tga

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and then convert that to .paa

sonic dagger
#

Okay

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I have the .png

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So, with the .png of the texture, I convert it to .paa with ImageToPAA ?

full quarry
#

yes

#

texture suffix rules can be found on BIwiki

sonic dagger
#

Ok, I'll read it

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I'm not really sure how I'm supposed to name the file :/ I guess it should end with "_CO" but that's it

full quarry
#

ye

sonic dagger
#

Something like "StaffVest_PlateCarrier1_CO" ?

full quarry
#

that should work yes

sonic dagger
#

Okay, I'll try that

full quarry
#

what are you packing the addon with now?

sonic dagger
#

Addon Builder

full quarry
#

then just about anything can go wrong since it does not really check what you pack

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Id recommend mikeros tools and using pboProject to get some debug help straight from the packing

sonic dagger
#

I tried to install it but it didn't worked

full quarry
#

didnt work how?

sonic dagger
#

The installation worked but when I clicked on the icon I just got a error message

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Even when renaming the file it didn't worked

full quarry
#

what error

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just means you did something wrong and did not yet manage to fix it

sonic dagger
#

It says that depbo64.dll is missing

full quarry
#

well install depbo

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along with the rest of the tools

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simplest that way

sonic dagger
#

I have to install all the tools ?

full quarry
#

to be honset, no

#

but I cant be arsed to try to remember which ones pboProject needs

sonic dagger
#

Okay ^^

#

Honestly, it starts to really annoy me, I'm gonna stop here for now and start fresh tomorrow, thanks for the help ^^

wintry rapids
#

for pboproject you need at least depbo64, deogg, makepbo and rapify

errant palm
#

this seems outdated? used inside an rvmat applied to a house wall.

VertexShaderID="NormalMapAS";```
#

only reference I can find on google is about adding damage to vehicles

#

and a thread from 2008

edit: found some info, reading now

full quarry
#

older shader type yes

#

for houses would suggest multimaterial

#

usually gives better results

errant palm
#

it's just an old building not created by me so limited control unless I completely redo their UV's and such, trying to improve them as much as possible but without spending days on a single object

full quarry
#

eh dont think a lot can be done with that

errant palm
#

some are multi

full quarry
#

that particular shader Id wager does not allow much improvement unless you can increase the texture size

errant palm
#

if upscaling a texture, the normal doesn't necessarily need to be upscaled too if it's not too relevant? or does normal and _co need to be the same size? Is there any side effects of different sizes?

#

just to keep file size down as there is like 30+ houses with interiors

#

I've upscaled roof tiles and floors, things that will be seen a lot in first person

full quarry
#

yeah well just upscaling wont really help

#

it does not add missing detail

#

at best it smooths stuff a bit

errant palm
#

with AI program though

full quarry
#

ah well maybe with that

#

it wont really bring the quality up a lot though

#

and buildings like that will likely stand out next to multimaterial ones

#

depends of course on the wanted results

errant palm
#

thanks 😵

full quarry
#

if possible I would compare them next to other buildings that use multimaterial and see if their quality is enough

#

and then evaluate would spending the effort to turn them to multimaterial using be worth it

shell field
#

not sure if this is the right channel for this question but is there anyway to get access to the contact DLC faces id like to customize a Rabinowicz face if possible

full quarry
#

only if you draw the texture on screen and screenshot it

#

that will likely mess with the quality though

#

or ask BI directly via email

shell field
#

huh didnt know emailing them was a thing doubt ill get far but ill do it lol

full quarry
#

chances are not great but they are slimmer if not emailing them

dense peak
#

Hey can anyone make me a hummingbird skin I have the photo I want all over

#

Just a pattern then a logo either side

lethal condor
dense peak
#

Ah true cheers

frigid escarp
#
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,1};
        pos[]={0,0,0};
    };```
do these matter for supershader in every stage? (or only where you actually apply an actual texture)
lean hawk
#

if a stage doesn't have any kind of texture then uv transform is not gonna matter

severe rune
#

same for textures where every pixel is the same color

frigid escarp
#

procedural are not necessarily all the same, right?

severe rune
#

ye

silver gull
#

if by ""do these matter" you meant "do i have to specify them in every single stage", then the answer is no - unless you want to have something other than the default UV transform. at least for supershader, no idea if its different for others - but i would think not

frigid escarp
#

the initial reason why i became curious was as some have dir[]={0,0,1}; and some dir[]={0,0,0}; for example

severe rune
#

the last one is a bug

#

and the Arma 3 samples do that wrongly for example

#

I think it will detect that its invalid and auto fallback to defaults

#

But just don't do it wrong and depend on automatic fallbacks. thanks

silver gull
#

do we have a description somewhere what the values do? I know pos and dir make sense, and i guess aside and up for scaling. But why an array of 3 values each? Its just 2D coordinates... or can it actually rotate the UV's in 3D ?

severe rune
#

because thats full matrix

#

its a 4D matrix

#

yes you can rotate in 3d

silver gull
#

ah ok

#

so its UVW šŸ™ƒ

west aspen
#

Dose anyone got a up to date YouTube video on 3D modeling?

full quarry
#

theres plenty on modeling in just about any program

#

so start with just genertic modeling tutorials and how to use the program of your choosing

full quarry
#

The Arma part of modeling will come more apparent when you know how modeling and texturing is done

proven canyon
#

Longest 10 mins of my life wew

#

Just wanted to ask, I think it's obvious but did a recent update completely shag all mods? I did a retexture of the Gendarmerie uniform and Beast bandana and they're all shagged-ass. Tried referring to BIStudio wiki but no way to find the paths and etc of relevant PBOs. Any help? Retexturing/cfg/etc I can pull off myself but would like a bit of guide as to how to find it.

#

It's completely changed paths/etc since 4 years ago lmao

#

Apparently it's under 'A3_Characters_F_Exp' but that's not the case anymore and was last updated (wiki) on Aug 2020..

versed nacelle
#

Which class did you reference in your retexture?
Because A3_Characters_F_Exp still has the Gendarmerie in there

proven canyon
#

Moment

versed nacelle
#

and I'm 100% sure that BI didn't change configs or files around since release

proven canyon
#

Erm, any way for me to decompile the addon? The one in my mod folder is outdated as crap. And I'm getting garbled stuff in the config.bin.

#

Man how the hell did I do this years ago? I feel like an old fart now.

versed nacelle
#

Arma 3 Tools, Mikero's Arma3p

#

so many methods šŸ™‚

proven canyon
#

Right, that sounds familiar.

#

Ugh, I feel like such an ass now, thought I had my stuff sorted out.

#

JFC my .cpp files are so cringe

#

Can I PM you the CPP to avoid spamming?

#

'B_Soldier_base_F'

#

Wait

#

Sorry moment.

versed nacelle
#

dump on pastebin and send link here; and explain the problem you have šŸ˜‰

proven canyon
#

The mod just refuses to load, show, etc.

#

On the addons screen, loadouts, etc, was working, years ago, not anymore, can't be precise about what /I/ changed if anything at all.

#

Just tried to redownload, couldn't look like my edgelord self anymore.

versed nacelle
#

add "A3_Characters_F_Exp" to the requiredAddons[] array; will most likely be enough

proven canyon
#

requiredAddons[] = {A3_Characters_F_Exp};

...like that?

#

Again my code is usually copy pasta, thanks for putting up so far.

versed nacelle
#

requiredAddons[] = {"A3_Characters_F_Exp"};

#

other than that, nothing wrong with it; although possible that the textures don't work (depending on how you pack it up)

nocturne lake
#

Use requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"};

proven canyon
#

^What's that?

#

I mean I'm trying to also understand, not just be a parasite and take help and etc.

#

Cause I had this working, I just want to know what kinda happened/etc.

nocturne lake
#

It ensures your stuff loads after all the latest A3 data

proven canyon
#

You wouldn't be that ancient legend from TWHL, sventh monkey or something would you by any chance..?

nocturne lake
#

A3_Characters_F_Exp etc. might be updated by configs in later expansions and DLCs, so it's best to just use the latest loadorder class for the game

proven canyon
#

Alright cool, thanks for that, never saw it in any of the ancient tutorials I followed back in the days, interesting to know.

nocturne lake
#

I don't even know what TWHL is

errant palm
#

someone please correct me if I'm wrong but an smdi for a matte object such as rocks/wallpaper, would be created with a greyscale _co, very dark dull grey shades inside the Green channel, Red channel completely white and the Blue channel would be an inverted version of the Green?

#

white being where you want shine to show and black being matte? obv rvmat specular tweaks on top of it all

karmic lynx
#

does anyone know where I can find a tatoo template?

low bronze
#

Hii, I want to ask about weapon retexturing.
Where I need to write hiddenSelections[]= ? is it on cfgVehicles or cfgWeapons?

#

Where I can find hiddenSelections list?

#

Camo, Camo1, ... any other?

full quarry
#

@low bronze you can not add those to weapons that do not have them

#

so best way to see what is required is to check the weapons original config

#

and weapons do not have cfgWeaopons class

low bronze
#

In the original config, I can't find hiddenSelection array, But I can find the paa texture files on data folder.

full quarry
#

then you need to look into its parent class

#

but if you do smart config and inherit from the original class you dont need to declare them yourself anyway

#

the correct ones will be inherited

spring crescent
#

anyone happens to have FoW textures?

full quarry
#

fow?

#

@spring crescent

severe rune
#

Faces of War

#

WW2

full quarry
#

those textures should be accessible through the mods files

spring crescent
#

Yea i joined their Discord and asked what their policy was on retexturing their assets, they didnt mind but the guy that has the texture disappeared and the .pbos are locked

full quarry
#

then you may be out of luck

quaint spire
#

well iirc there as one janky af way, find the texture path through the config viewer, apply it to a square plane, and get a good picture of that

#

at least i remember that some modder talked about using that to get textures for the ldf vest

full quarry
#

yeh its possible to do that but its quite janky method and is likely to produce lower resolution image

#

better than nothing I suppose

silver gull
#

many retextures dont come close to the original quality anyway, even with access to base texture

full quarry
#

if the makers can not at this time provide you with the textures then you can not make retextures for those assets.

spring crescent
#

Well then

severe rune
#

Be happy that I'm having a good day.
There is ZERO tolerance here for ripping and stealing other people's stuff and if you mention it again I'll have to remove you.
K thx bye

spring crescent
#

Aight

karmic lynx
#

how would i go about turning a PAA into a tga

#

i wasn’t able to do it by using ā€œsave asā€ in ye view

#

tex-view*

full quarry
#

It should save as filename.tga but you can also save as png

frigid escarp
#

FoW allows reskins

quaint spire
lament fulcrum
#

Anyone able to help out with some guidance for me please? I've got a mission file I'm working on, but it's going to end up being a huge file for clients to download, so in order to keep it minimal, I'd like to offload the main contents (images, sounds) to game directory in the form of a .pbo file. My concern is that I can't seem to get images to load into the mission from game directory. Works fine with default arma assets where a3\xxx.pbo\assetname.paa would be the file location, but doesn't seem to work when attempting to direct to a steam workshop mod's contents. I hope I haven't over-engineered my explanation to the point of confusion šŸ˜† Any help would be greatly appreciated, either I'm attempting the impossible or overlooking something very amateur.

full quarry
#

you are likely packing the pbo wrong

lament fulcrum
#

For now, I've linked it to existing .paa files in mods like ace just to test it before I go making my own files, but to no avail. Any idea what the example path link would look like?

full quarry
#

do you have the modding development environment set up? P:Drive/ arma 3 tools etc

lament fulcrum
#

No, P drive hasn't been mounted for about 5 years I'm shamed to admit lol.

full quarry
#

that would help you to produce a proper pbo

#

do you happen to use pbomanager to make that pbo?

lament fulcrum
#

My logic was open up a default asset such as a whiteboard, copy the file path and make adjustments, for example; a3\structures_f\civ\infoboards\data\mapboard_altis_co.paa links to the whiteboard (map of altis) paa file. All I need to do is get that to point to my whiteboard and I'm golden, images are formatted correctly and using SetObjectTextureGlobal works a treat, but like I say, isn't practical for me to get 30 people to download 25+mb mission files

#

I do use pbomanager yes.

full quarry
#

oh no no no

#

this sounds like a real mess.

#

unfortunately its too late a clock for untangle it

lament fulcrum
#

I guess that's what I get for attempting it before I went to sleep last night, I know I'm being a bit stupid but I've never dabbled in sharing mission load to game directory before so I'm in uncharted waters. Appreciate the response though mate.

low bronze
#

How I can find hiddenSelection from workshop public mod?

grand warren
#

ingame config viewer

spark shore
#

anyone has a template for the _EM map? can't find it in the samples

nocturne lake
#

There isn't one. No Arma assets are using it

#

IIRC it's just a diffuse map with alpha

spark shore
#

I recall someone here said some of the Jets use it
I'm trying to have emissiveness not work on the entire polygon but on the _EM map

grand warren
#

iirc the CUP MV-22 and the harrier use _EM textures.

#

the opscore helmets as well i think

lament fulcrum
#

Since there seems to be some activity here today, perhaps one of you fine folk can point me in the right direction? I'm trying to make textures for whiteboards, custom signs and various other things using SetObjectTextureGlobal. All is fine on that front, no issues getting my .paa in game, however I'd like to move the images from the mission file to a custom .pbo mod. In doing so, I'm not sure how to get the mission to read the right files since it's going to need to look in the game directory instead of the mission folder. Any advice, or links to articles that have already explained this? TIA

spark shore
#

you'd need to insert the correct path of the files inside the mod

low bronze
#

Can someone help me? I've got trouble when placing decals on RHS UH-1H, the decals have some white things near my text on decals

#

In my decals files, there's no white, just black text.

#

But when in game, it show some white around the text

full quarry
#

you likely have smooth Alpha texture and have not used correct _suffix when converting your texture to .paa

low bronze
#

you mean the _co suffix?

#

i mean _ca

full quarry
#

depends what the original texture has.

low bronze
#

uh1h_un_decals_ca.paa
this is the original

#

so i can use uh1h_customtexture_decals_ca.paa ?

full quarry
#

that could work yes

low bronze
#

how about smooth alpha texture? how I can fix it on photoshop ?

full quarry
#

make sharper alpha?

low bronze
#

doesnt work

whole haven
#

I'm still having issues with my one texture, I shall send the rvmat, maybe u guys can spot something I can't?

full quarry
#

this the whole rvmat?

#

@whole haven

whole haven
#

yes sir

#

i changed it to a super shader tho

#

just barely

full quarry
#

eh?

#

then this is not the shader you are using?

whole haven
#

it was 30 seconds ago, i can send the new one

full quarry
#

what did you use as base for it?

#

did you look into the default rvnats in the P:\a3\data_f\

whole haven
#

well i use that for my env texture, but nothing else really

#

should I be using more default ones?

#

Most of my textures work the way I did it

full quarry
#

well would not hurt to use the default formatting

whole haven
#

which stages should I use default ones?

full quarry
#

just the whole formatting of the file

#

also what does not work?

#

what do you see?

whole haven
#

here, give me 5 min, i need to boot up arma and show you

#

it'll explain it better

full quarry
#

alright

#

next time lead with the pictures of the problem too

#

makes things easier

whole haven
#

sorry about that, here ya go

#

some of the lighting of the textures is bad for the white parts, but im mainly worried about the solid black

full quarry
#

sthuff showing black usually means broken rvmat, missing texture or possbily broken uvmapping

#

seems like its drawing something on there though so missing texture could be likely culprit

#

or wrong setup in rvmat

whole haven
#

i shall check my obj file, but last time i thought it said it wasn't missing

#

is that the proper way to check?

full quarry
#

the file might be there when you pack it but possibly it does not get packed in correct folder structure so the engine cant find it

whole haven
#

that actually makes sense, how would i go about making sure it packs properly?

full quarry
#

Id start with a default supershader rvmat from the arma3 data

whole haven
#

alright!

full quarry
#

or copy of it in your mod folder

#

and then replace stages of it 1 by 1

whole haven
#

big brain idea, thank u šŸ˜„

full quarry
karmic lynx
#

how do I make SDMI or NOHQ?

#

do i just do save as then type ā€œ.semiā€ at the end???

silver gull
#

_smdi

sullen viper
#

Still found SMDI pretty janky to work with though...

muted citrus
#

any idea why my texture gone blurry? it looks fine in substance painter. i am my texture reso is at 2048x2048. https://imgur.com/a/s3hd7da

full quarry
#

That model, how many triangles it got?

#

And for the texture, you sure the resolution in the file is right?

true fossil
rotund canopy
#

Hey guys! Working on some glasses, some with transparent textures, but the transparent ones render completely black! If I'm not mistaken, I should have an image in like 512x512, saved in tga with alpha channel and rgba, then convert it as texturename_ca.paa and it should work right ?

#

Because I did that and it still does not work, can the issue come from rvmat or something else ?

nocturne lake
#

The .rvmat and .paa files referenced by that .rvmat also need to be accessible from your P:\ drive. So need to have unpacked Arma 3 data

rotund canopy
#

If said files are in the files of the mod I'm making would it still work ? Every textures and rvmat used in the p3d are in the mod file I'm making. Thanks for the answer!

nocturne lake
#

If everything in the .rvmat is in your addon (including the env map etc) then yes it should work

rotund canopy
#

Saw that my model needs an alpha also, might be the issue ?

nocturne lake
#

Yes, it needs an alpha texture in the model to render alpha later. The polygons are flagged as having an alpha texture during binarisation

rotund canopy
#

Alright thanks man, to do that i just need to give the path to my _ca texture and it is flagged as alpha or is it an other manipulation in OB?

nocturne lake
#

Just assign the _ca to that part in the .p3d, yes

nova maple
#

Hey is this the right text channel to look for certain mods?

full quarry
#

no, this channel is about making mods, you can put general questions to #arma3_questions @nova maple

nova maple
#

alright thanks

cinder halo
#

How to tile a fabric1_256_DT on the entire _co texture ?

class Stage2 { texture="ca\data\detail_maps\fabric1_256_dt.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; };
this gives bad results as the small texture is stretched all over the _co, instead of keeping original size and tile all over it...

#

not sure how uvTransform works, maybe its the solution?

full quarry
#

it would require the uv mapping to be suitable for such tiling texture overlay

#

if its not, then you cant really apply it

cinder halo
#

aside[]={0,20,0}; up[]={-20,0,0};

done the job

mission complete. it was just a basic plane

tired lynx
#

Could someone explain PBRs and

  • Ambient Occlusion map
  • Specular Map
  • Roughness/Smoothness Map
  • Normal Maps
tired lynx
#

What’s the closest thing to PBR then?

full quarry
#

there is none

#

its different

frozen blade
pseudo vessel
#

@tired lynx non PBR specular - glossy

violet flax
#

Hello guys, if I want to find the location of the .p3d for a piece of clothing that my character has on, what can I write in the debug console? "getModelInfo cursorObject" returns dummy.p3d if put on the floor.

severe rune
#

what kind of clothing? vest or uniform?

#

what do you need the p3d for?

static goblet
#

Hey there! my object is not getting textures in game

#

The textures work in bulldozer, but upon packing them into a pbo and putting them into the game

#

the object is untextured

#

I have a feeling its to do with the path. As it works in bulldozer when the path is full. (C:\Users\louis\OneDrive\Desktop\Milsim items\Addons\BMSN_Intel\Textures\UsbTexture.paa)

#

However, shortening it to the point of packing, it doesnt work in game OR buldozer (BMSN_Intel\Textures\UsbTexture.paa)

full quarry
#

your development environment is not set up correctly at all

#

its all poop

#

Im fairly certain you have been here long enough to see P drive and tools setup mentioned

static goblet
#

of course

#

admittedly, a friend im working with this on wrote the config for me as i couldnt figure it out for the life of me

#

so this for the moment, is just a file unzipped to my desktop

#

Okay, ive gone back to my original file. This is on my mounted P drive

#

so now the path for my texture is P:\Milsim items\Addons\BMSN_Intel\Textures\UsbTexture.paa

full quarry
#

Id lose all of this

#

or at least never use spaces in folder names in game engines

#

and use pboProject to pack your stuff

static goblet
#

I read something online about not using capitals too, is that of any importance?

full quarry
#

there are few instances where capitals can be problem

static goblet
#

so is it a case of 'better safe than sorry'?

static goblet
# full quarry

Within the folder 'Milsim Items', there is a mod.cpp file, is there a better place of putting it?

violet flax
#

How can I use "typeOf" in the debug console, so that it returns the class name of a piece of clothing the player is wearing

#

when doing "typeOf player;" it returns the classname of the player and not the clothing

lethal condor
full quarry
#

@static goblet mod.cpp does not go into pbo at all

#

it does not really belong to P drive

static goblet
#

Ahhh okay, so everything from Intel onwards in P drive

full quarry
#

its place is in the \yourAddonFolder when the addon is installed

#

you can organize your project under a single folder to keep P drive tidy

#

for example P\BMSN\BMSN_foldername

#

like A3 files are under P:\A3

static goblet
#

Ahhh thank you for the advice haha, I was throwing things in there beforehand in a way that would make people like you vomit šŸ˜„

full quarry
#

yeh for some reason that is often the case. notlikemeow

static goblet
#

Noobs all act the same i suppose

#

šŸ˜‚

#

Another thing im doing that probably makes you cringe beyond belief. Im not aware of how to properly install the new mod, so i just drag it into my addons folder in arma 3...

#

and worst part, i cant even use PBOProject, because even though ive installed, reinstalled and uninstalled then reinstalled rapify, it always says that its not recognised as a batch command

static goblet
#

you know, i JUST noticed in the laucher, there is an option for localmods.

#

šŸ¤¦ā€ā™‚ļø

full quarry
#

yeh..

#

and you can make shortcuts that run set of mods

static goblet
#

300 hours in game and never saw this...

full quarry
#

šŸ‘“

static goblet
#

I do indeed need them šŸ˜‚

#

Guaranteed, im doing something stupid with pboproject too, but i dont know enough about everything to figure it out yet

velvet snow
#

Anyone have templates, or know the aspect ratios for the rugged dual screens? 1x1 seems to work best, but cuts off edges.

full quarry
#

Unpacked A3 data on your P drive has those quite likely

static goblet
#

the texture is now saved under \textures\usbtexture.paa
However in game, it says it still cant locate it, even though thats the exact route in the Pbo

#

If anyone wants to have a look at the folder that is packed into .pbo, its all here

full quarry
#

so you have folder P:\textures\ that has the usbtexture.paa?

#

@static goblet

#

where is the p3d?

static goblet
#

Under Models

full quarry
#

and where is the config.cpp

static goblet
#

In the starting folder

full quarry
#

what is the starting folder?

static goblet
#

The one Ive linked above

full quarry
#

textures?

static goblet
#

the folder contains model, icon and texture.

full quarry
#

take screenshots of your folders

static goblet
#
#

Lots of screenshots, sorry

full quarry
#

is bmsn_intel directly on P:\

static goblet
#

as of now, yes

full quarry
#

ok so I had hoped you had set up your stuff like they are in the P:\A3 since that would be simpler to explain

#

but model.cfg needs to be next to your p3d

#

currently you dont need it but for the future

#

and as you say as fo now, please update all pictures

#

as I suspect the paths are not right anymore in them

#

since everything is in what I assuem to be P:\BMSN

#

to help, I need to know the current real pathing

static goblet
#

The pathing currently is P:\BMSN\BMSN_Intel

#

should it just be P:\BMSN_Intel

grand warren
static goblet
#

No for the overall folder. but yes, my config is in there

#

Ive looked inside the a3 folder, it seems very confusing šŸ˜„
Do you mean to have the texture, model, icon and config in one folder?

full quarry
#

no

#

stop

#

your BMSN is now equivalent to A3

#

so it collects all your things

#

and ALL your paths need to have it

#

so all paths must be the same as they are in P:\Path\to\folders\and\files

#

just without P:\ in front

#

with that said, do you udnerstand the problem with your texture\file path?

static goblet
#

Ohhhhhhhh. I cant JUST say the ending, it has to be the full path without P:\

full quarry
#

yes

static goblet
#

okay, its working in bulldozer šŸ˜„

full quarry
#

also your texture still does not have _suffix on it

#

which makes you a naughty boi

static goblet
#

uh oh

#

dumb it down for me?

full quarry
#

:L

#

there is wiki page for arma textures

#

or you can even do search for "_suffix" on this chat or model makers

#

but its getting pretty late a clock and I got tons to do still

#

now it is time to be self reliant.

static goblet
#

The texture name should be simple ascii, containing only letters, digits and underscore (no letters with diacritics). Only one dot is allowed leading the extension.

#

Thank you for pointing me in the right direction, good luck with your work šŸ™‚

full quarry
#

good luck with your quest!

static goblet
#

I managed to pack the project, get it in game, and it works! However, i did have to fix the UV Map and now its not letting me pack it :/
Not sure where to ask about this, as i run pboproject, it freezes, then i check the log and it says

USB.p3d : \p:\bmsn\bmsn_intel\textures\usb_texture_cdt.paa

Which is very odd, as although they ARE new files, they have the same name as the previous ones.

#

Okay, so it freezes for 20 seconds and then plays pachelbel's canon šŸ˜„

#

Got it...
Youll never guess what...
I saved the texture under P:\ in object builder again šŸ¤¦ā€ā™‚ļø šŸ˜‘

full quarry
#

šŸ™ˆ

violet flax
#

When I am in the virtual arsenal and I need to get the model info of a hat item, can I equip it and type "getModelInfo hat;" in the debug console? Not suprisingly "getModelInfo player;" returns the uniform item path.

full quarry
#

no dont think you can do that

violet flax
#

Do you have any ideas of how I should go about then? x)

full quarry
#

why do you need it?

violet flax
#

Cause I can't find it

full quarry
#

why do you need to find it?

#

you cant do anything with the model

violet flax
#

well I figured the model would be the same place as the .paa

#

I want to texture it:)

full quarry
#

check its config then

violet flax
#

Well wouldn't that be the same place as the model and all that?

full quarry
#

in game config viewer

#

in 3den

violet flax
#

I have 0 clue how to do that

#

I am newbie

#

I apologize x)

loud pilot
#

Hi, i'm pretty new to this and I was following a simple tutorial on re-skinning a uniform. I keep getting a missing file error for all of my .paa's and .p3d's, and i can't seem to figure out what's wrong

#
{
    class KEIKA
    {
    logo = "ui\logos\logoover_co.paa";
    logoOver = "ui\logos\logo_co.paa";
    logoSmall = "ui\logos\logosmall_co.paa";
    dlcColor[] = {0,0,0,1};
    hideName = 0;
    hidePicture = 0;
    tooltipOwned = "K's R&D";
    name = "Kei's Research & Development Division";
    overview = "The main archive of custom or non-TOMEU assets";
    action = "";
    };
};```
lethal condor
#

How's your folder structure?

loud pilot
#

i followed the video almost to the letter, one sec

lethal condor
#

Video... think_turtle

loud pilot
#

yeahhh

#

how should i go about showing my folder structure?

lethal condor
#

What a messy desktop šŸ™ƒ

loud pilot
#

yeahh thankfully it's not mine lmao

lethal condor
#
A_Folder
  ā””ui
    ā””logos
  ā””whaterver_other_folder
```?
loud pilot
#

Mainfolder
ā””ui
ā””logos
ā””Data

#

yes

lethal condor
#

You should have Mainfolder in the path

loud pilot
#

without the \ ?

lethal condor
#

Well... maybe maybe not. Sometimes Arma requires that, sometimes not

#

But most of the time isn't a big matter for pathing

loud pilot
#

let me add it in both ways and i'll check back

#

tried both \Mainfolder\ui and Mainfoler\ui, no change

#

it's also not pathing into \A3\ for the p3d either

#

is there a specific directory my main folder should be on?

lethal condor
#

What is the pbo name?

loud pilot
#

for which? my mod?

lethal condor
#

Yes

loud pilot
#

main folder is KEIKA_RND

lethal condor
#

Then KEIKA_RND

#

KEIKA_RND\ui\logos\...

loud pilot
#

i just tried it like that

#

rapWarning: missing file(s)*****
B:\SteamLibrary\steamapps\common\Arma 3\KEIKA_RND\config.cpp circa Line 36: \KEIKA_RND\ui\logos\logo_co.paa
B:\SteamLibrary\steamapps\common\Arma 3\KEIKA_RND\config.cpp circa Line 53: \KEIKA_RND\ui\logos\logoover_co.paa
B:\SteamLibrary\steamapps\common\Arma 3\KEIKA_RND\config.cpp circa Line 54: \KEIKA_RND\ui\logos\logo_co.paa
B:\SteamLibrary\steamapps\common\Arma 3\KEIKA_RND\config.cpp circa Line 55: \KEIKA_RND\ui\logos\logosmall_co.paa
B:\SteamLibrary\steamapps\common\Arma 3\KEIKA_RND\config.cpp circa Line 90: \A3\characters_f_beta\INDEP\ia_solder_01.p3d
B:\SteamLibrary\steamapps\common\Arma 3\KEIKA_RND\config.cpp circa Line 100: \KEIKA_RND\Data\Uniforms\KEIKA_RND_Uniform_co.paa
B:\SteamLibrary\steamapps\common\Arma 3\KEIKA_RND\config.cpp circa Line 156: \A3\characters_f_beta\INDEP\ia_soldier_01.p3d
rapWarning: missing file(s)*****
rapWarning: missing file(s)*****

lethal condor
#

Ah okay, yeah

#

Didn't followed the 30min tutorial, so... You apparently missed P: structure

#

ahem this is not what a professional would say, (I'm not saying I am!) I'd recommend to use Addon Builder from Arma 3 Tools, for a part-time modder

loud pilot
#

Oh, I see

#

I tried using the Arma 3 tools first and iit gave me blank errors

#

but it worked this time

#

thats cool

lethal condor
#

tldr: P: is a basic structure for modding things. That will require some time to make and eats few gigs on your drive

#

Probably can call it a SDK

#

(Not really)

loud pilot
#

i see i see, I wasn't really looking in here and was moslty following written tutorials/etc so i definitely missed that

lethal condor
#

So, if you can you better to do that. But without that, you can make it happened. I'd say that is a recommended way to make your workflow advanced

loud pilot
#

i was curious about the "workDrive" thing on arma 3 tools but didn't really get what it was

#

noted

#

the addon builder successfully built it this time so it atleast worked for my "first" try lmao

full quarry
#

Addon builder does not really check anything. It just packs what you feed it.

loud pilot
#

yeah,, that's why i want to switch over to PboProject or something similar since it tells me more accurately if there's something wrong in a config atleast, but I still can't get this damn thing to load, and i've gone and messed up my arma install rip

#

wiped my hard arma 3 folder aside from my mod folder and gonna try again fresh tomorrow lmao

full quarry
#

Pbo project requires P drive setup. You can check out Armadocs or PMCwiki tutorials on how to simply set that up

loud pilot
#

yeah i was trying to set up my p drive, the thing that got it all fucky is that when i first started i had clicked on the workdrive thing on arma 3 tools and did a bunch of stuff tl;dr curiosity killed the cat

spark shore
#

what are the MC and ADSHQ maps and how can I generate them?

#

oh there is a biki page for that
still unsure how to create them

full quarry
#

ADSHQ can be made from ambient occlusion bake

#

and tweaking the blue and green channels to get good results

#

MC is something you need to paint or create procedurally

spark shore
#

yeah was about to say it really just looks like a blueish AO map

#

can I make the MC with a substance painter export preset?

full quarry
#

I dunno

#

I make mine in Blender

#

basically it overlays the tiling textures to give them color variation

silver gull
#

dont need no preset... just any png or tga image with alpha will do

spark shore
#

so I can just take the CO map and rename it as MC?

silver gull
#

does your co map have alpha? i doubt so.

full quarry
#

alpha is optional

#

without it, the overlay might become too intensive though

spark shore
#

I have a CO for my tiled texture and a CO with the basic unwrap
neither have alpha

silver gull
#

šŸ¤·ā€ā™‚ļø try whatever you like, it will just make you learn new things

full quarry
#

there is no absolute right answer in this. it all depends what kind of visual you want to achieve

#

baked CO can work but also you can do a lot more with MC than use just baked CO

#

and as said, the alpha controls the blending intensity

#

so you will want to experiment with that to see how it affects your model

spark shore
#

oh so its not something inerently wrong
just something that could look bad
I'll make more tests I guess

full quarry
#

MC is color texture with alpha transparency usually applied

#

but for instace you can tint a grey tiled textures blue with MC

#

its all about what you want to do with it

spark shore
#

there is something I really don't get from the tutorial
where am I supposed to write the mask path?

lethal condor
#

rvmat

spark shore
#

in stage 4?

lethal condor
#

Stage doesn't matter, AFAIK

spark shore
#

I don't see any _mask file in the sample
but I see a mask_CO

#

is that it?

full quarry
#

yes

#

and stage does matter

#

each stage has its own purpose

spark shore
#

is the mask_co thing an old system?

full quarry
#

no just way to convert the original file to paa using CO rules

spark shore
#

oh got it

full quarry
#

the engine does not read the suffix. but the suffix is needed for correct conversion to .paa

spark shore
#

yup that did it

#

thanks

loud pilot
#

goal: add in a re-skin for a vanilla arma uniform (used by I_Soldier_Base_F) and add a little logo for my mod to show up in the main menu
current issue: neither model nor texture load when selected in arsenal
notes:

  • no errors or issues when exporting to Pbo via PboProject
  • uniform shows up in the list of uniforms in arsenal, just no model nor texture
  • PboProject states that it loads my .paa and _co.paa files, but doesn't seem to load them
#

would appreciate some pointers bc I'm extremely new to this. There might be a bunch of needless/redundant classes or code because i tried a bunch of things to get it to load, with no luck.

full quarry
#

if you have reduntant code, clean up everything first

loud pilot
#

I cleaned up as much as I could catch

#

Again, real new to this and I haven't made done coding much so I don't have a strong basis for what would be redundant. I added and took out things that I thought might get my texture to load and it didn't work, so that's why I'm here.

full quarry
#

have you followed the character encoding guide on the wiki?

loud pilot
#

at the very least I was sure that my mod logo would show up but not even that

#

the only thing i get is a naked man in the arsenal lol

full quarry
#

naked man indicates your pathing does not work right

#

also cfgmods does not belong into the config.cpp

#

I assume your folder is in P.\KEIKA?

#

@loud pilot

loud pilot
#

yes

loud pilot
#

didn't think about that

full quarry
#

Not redundant, it's not read at all

loud pilot
#

oh, dang

full quarry
#

but right now your config does not really work

#

the inheritance is wrong and you have filled the vanilla classes with unnecessary things

#

this is how you want to have it

loud pilot
#

I originally had it almost exactly like that at the beginning, still didn't work, but I will rebuild it starting from there

full quarry
#

šŸ‘

loud pilot
#

another thing i didn't catch somehow is that I had two different classes cfgFactionsClasses {class KEIKA_RND_div}; and cfgWeapons {class KEIKA_RND_div};

full quarry
#

You basically need only description and the hidden selection lines

#

For retexturing and renaming the unit

#

Mm and scope 2 and scope curator 2

loud pilot
#

sorry for talking about it here since I realize now that this is a config issue, but if I'm trying to add in a new unit in the editor/uniform in the editor, wouldn't I need to also do some of the other stuff? or are you talking just about the vanilla classes

full quarry
#

Just what's minimum for retexturing a vanilla unit.

#

But OK so. What you need to do forts is to just forget the retexture for now. And make up minimalistic working config to get a inherited soldier with custom name in game

loud pilot
#

can do, would you recommend just scratching my entire cfgVehicles then?

full quarry
#

Yes

loud pilot
#

done, gonna reopen the encoding guide again lol

#

just wondering, is the cfgWeapons okay or should i get rid of that too?

full quarry
#

if you want to make a uniform you can pic up you will need that too

dense peak
#

Artefacts on the blade, if i remove the normal map it goes away

frozen blade
#

what is the normal’s map file name

dense peak
#

Its my own baked, looks good to me

#

knife_nohq.tga

muted citrus
frozen blade
frozen blade
dense peak
#

I solved it, there was a microscopic indentation from the substance material. I believe it enhanced while converting to .paa

#

it was so small i did not see it in substance

muted citrus
full quarry
#

Is there another surface under it?

spark shore
#

anyone knows how to generate a DTSDMI texture?

#

I'm using substance painter
I'd need to find a way to export the DT on the R channel of the SDMI
not sure how

muted citrus
muted citrus
#

it is fixed now i increased the gap a lil bit more

full quarry
#

@spark shore can you not compile the different channels outside of SP?

#

gimp/PS can do that

spark shore
#

oh
didn't know that I could
anyway I found out that I was always exporting dtsmdi instead of smdi

frozen blade
#

@spark shore - do have a look over substance documentation for exporter settings. you can set the files, textures, maps to export as you want to and make a custom template for that

spark shore
#

yeah its those, the template dedmen sent me had already been configured so that every SDMI had a DT on the R channel

faint spire
#

Hello, I am experimenting little bit, but I cannot find any sample of CSAT tropical camo pattern. Anybode wants to help me out please? If so, or you found some camo @ me. Thanks...

pale bough
faint spire
faint spire
#

@pale bough Thank you so much ;))

pale bough
#

np

mint rampart
#

where can I find the nato helicopter pilot helmet PBO to put a patch on it?

full quarry
#

you make a config addon that overwrites the hiddenselection with a texture with one that you pack into your own config patch addon

#

the .paa you can use as a template can be found in the unpacked A3 data on you P drive when you set up the mod development environment correctly

mint rampart
#

I tried doing that but the P drive is empty

full quarry
#

well it means you did it wrong. PMCwiki and Armadocs site have good simple steps to set it up

mint rampart
#
///////////////////////////////////////////////////////////////////
Mikero's Arma3 to "Pdrive". Credit to: Lappihuan, Opteryx, Stack and Dahlgren
///////////////////////////////////////////////////////////////////
searching for mikero tools...
mikero tools is not set in registry
failed
Steam tools and Mikero tools WILL NOT WORK until you fix this error [K]?
#

how do I "set it in registry"?

full quarry
#

have you installed the rest of the tools?

mint rampart
#

yes but some of the EXEs don't show up in the folder

#

I ran the installers multiple times

#

the official arma 3 tools mount p drive says "WorkDrive cannot start because the install seems corrupted. Do you want Steam to verify the integrity of Arma 3 Tools?"

full quarry
#

you are not supposed to use both

mint rampart
#

and so I validate the files, it says one was not found and will be reaquired, and the problem doesn't go away

full quarry
#

if mikero tools are not working theny that needs to be solved

#

did you get the latest ones from bytex website?

mint rampart
#

so yes?

full quarry
#

yes that one

#

do the installers say they fail?

mint rampart
#

no

#

should I delete all the installers and things and just try again?

full quarry
#

could be worth a shot

mint rampart
#

do I need cupcore2p?

full quarry
#

if you want to use cup objects on a terrain

mint rampart
#

I got the same error

full quarry
#

what is the error?

#

mikero tools not set in registry?

full quarry
#

@tender fjord this the environmental path issue?

mint rampart
#

is it too unreasonable to do it manually?

full quarry
#

if tools dont work it is quite unlikley to build a successful addon

#

you are likely to have more issues down to road

#

so best to fix things from the beginning

#

otherwise any further help with any problem is quite impossible as everything can be related to this issue

mint rampart
#

some of the arma tools also crash when I try to launch them

full quarry
#

sounds like something is considerably wrong

mint rampart
#

object builder and terrain builder don't launch and I think some others didn't before but do now

#

and I already tried a clean install of the tools

full quarry
#

I dont recall anyone else having that serious issues with the toolset, Im afraid I dont have any more ideas on the matter. Mikero might have ideas when he happens to see this

mint rampart
#

well thanks for the help, ping me if there's a solution

mint rampart
tender fjord
#

@mint rampart I have not seen 'not set in registry' since forever. The installer that sets the registry is depbo64 . I have no idea what your problem could be there unless you are installing them as an admin user, and switching to a mere mortal when trying to use arma3p (or vice versa)

#

my tools are intentionally designed to never, ever, work AsAdmin

#

the other problem could be, you simply haven't installed ALL the tools.

grand warren
bitter harbor
#

missed that channel entirely, sorry XD

grand warren
#

np

violet flax
#

Does anyone here have experience doing textures with Substance Painter?

full quarry
#

probably many

violet flax
#

Yeah I figured x)

#

Does anyone have any good sources to start learning it?

#

So far I have only used photoshop.

silver gull
#

youtube

mint rampart
mint rampart
#

I got the P drive set up with the legacy p drive .exe, where do I find the nato heli pilot helmet?

grand warren
#

there are several ways to find the helmet. one would be, downloading the latest arma all-in-one config and use strg+f
another would be opening the in game config viewer. equip the helmet and use the viewer to find the texture paths

#

@mint rampart

mint rampart
#

how do I use the config viewer? I got to it in the editor but what do I click?

grand warren
#

there's a +9min tut on YT by jester814

#

how i did know that?

#

well...

#

google šŸ˜‰

mint rampart
#

yeah I just did some googling and I got the all in one config thingy

#

thanks for the info

violet flax
full quarry
#

fbx

#

you can likely find a tutorial for X 3Dmodeling to Substance painter guidance

#

also looks like the project setup comes in the 01 part

#

so watch it all first

celest obsidian
full quarry
#

fbx, tga are commonly used formats

violet flax
#

Would I use object builder or something like that to convert the .p3d's

#

(which I am assuming is the source files, since they're the only 3d model references in the pbo's)

nocturne lake
#

Blender+Arma toolbox is better for doing conversion to .fbx than the Object Builder exporter I find

#

But at any rate you wont be able to import data from ODOL (binarised) .p3ds from .pbo. Only MLOD type .p3d source files

full quarry
#

you dont edit objects from pbos

#

and you cant use them for texturing either

#

retexturing modded assets is done by editing the texture files and creating new classes that use your new textures on the models via hiddenselection overwrite

#

assuming the model is made to support such

twilit hill
#

has anyone made a retexture of the CUP IDF backpack? IMO it looks fkin amazing but it's only available in green

#

would like to see if there are black, brown, etc. versions available

#

if not, i'll do it myself even though i have 0 experience lol

twilit hill
#

also not sure if there's a brown variant of the contact CBRN suits

nocturne oxide
#

In texview whenever I change ARGB8888 and set it to DXT1 it resets back to ARGB8888 when I save, any fixes?

full quarry
#

You don't change it

#

The method of conversion is dictated by preset rules that depend on the name suffix of the texture file

nocturne oxide
#

Gotcha, how does one fix inverted colors for paas in that case?

lethal condor
#

You have incorrect resolution perhaps?

nocturne oxide
#

Could resolution have an affect on image coloring/color inverting?

white cargo
#

yeah, I think if it's not power of two dimensions you can get some funky colors

full quarry
#

Yes indeed. Incompatible resolution

serene agate
#

Does anyone have a retexture template of the vanilla guerilla uniform (The one with the sweater & AAF camo pants? (I wanna change the pants to a different color/pattern)

candid trout
#

Hey Guys,
Is it possible to retexture uniforms which use a p3d data ?

grand warren
#

you can retexture anything that has hiddenSelection
you don't need the p3d, you just need the texture files

candid trout
#

My problem is when i retexture some skin it makes no trouble until i want to try it inside the arsenal

grand warren
#

trouble?

candid trout
#

game crash

#

do you can find the problem with my rpt data ?

grand warren
#

how did you apply the retexture?

#

what where your steps?

candid trout
#

1.) Convert the paa to png
2.) Edit it PS
3.) Convert png to paa
4.) Replaced the orginal paa with the new one
5.) Start game and game crash after select the uniform in arsenal

grand warren
#
  1. is your issue
#

you modified game data which is a nogo

#

you need to write a replacement config

#

basically make a mod for the retexture

candid trout
#

but only for uniforms ?

#

vest work without it ?

grand warren
#

no matter what you retexture, you need to make it a mod

#

vest is not uniform

#

those are different assets

candid trout
#

ah okay

candid trout
#

@grand warren Gamecrash: undefinded base class 'Uniform_Base'

#
{ 
    class UniformItem;
    
class SWMCuni: Uniform_Base
    {
        author="Benchi";
        scope = public;
        displayName="SaintWarriors";
        picture="\BikerTest\uniform\ui\icon_u_ir_pilotcoveralls_ca.paa";
        model="\BikerTest\uniform\model\Biker.p3d";
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="SWMCuni";
            containerClass="Supply80";
            mass=30;
            allowedSlots[]={"701","801","901"};
        };
    };
};```
#

what did i wrong?

full quarry
#

where is the biker.p3d from?

candid trout
#

idk its from the server where i am playing

#

or what do you mean ?

grand warren
#
class cfgWeapons
{
    class THE_UNIFORM_YOU_RETEXTURE;

    class SWMCuni: THE_UNIFORM_YOU_RETEXTURE
    {
        your foo
    };
};
grand warren
candid trout
#

the source 3d is inside the pbo folder

full quarry
#

you are not trying to repack the p3d from some other mod?

#

you need to use if from that particular mod

#

what program are you packing with?

candid trout
#

i am trying to repack to test the skin because when its done it get implemented inside the offical mod

#

PBO Manager

full quarry
#

well that is all doing it wrong

candid trout
#

whats wrong

full quarry
#

setup, packing the binarized p3d, pbomanager

#

to begin with

candid trout
#

What do you mean with Packing the p3d

frozen blade
#

pbo manager is what is wrong

candid trout
#

okay

#

so what are my to do steps ?

rough cradle
#

A quicky, sorry for cutting in, using setObjectTexture to change some skins, should said skins use _co?