#arma3_texture
1 messages Ā· Page 45 of 1
RPT logs show most of my textures dont have a UV source, how to fix?
you have rvmat?
I have my rvmats, but can you elaborate on that feature?
post the rvmat on pastebin or something similar
Alright, i have over 50, but most of them are the same just different paths
some with NOHQ and some without
50... for one object?
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
if you have 50 rvmats for one object you are doing something very wrong
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
well then first show and explain what your model is and how and why you need 50 textures + rvmats
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
it's for c++ and apparently paste bin is down or something right now
had to used scuffed website lol
https://gyazo.com/e5fa338eee213532d9d9cf68429bd60a most of my materials and the jet itself
Im actually noticing something while i look at this.... my fresnel texture has a "none" uv map, and that goes for most of them
I wonder if it's something to do with that
first of all, this doesnt look like a proper supershader rvmat. Supershader rvmats have 7 stages, you only have 5
oh.... so super shaders need all 7 stages to work?
cause i know you can apply other shaders, i thought this was a universal one
haha
you cant just willy nilly swap stages and what is in them
each shader has specific stages
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
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?
This is for the NOHQ maps
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
Okay! Because i don't think i NEED an MC map, thanks man!
texture="#(argb,8,8,3)color(0,0,0,0,MC)"; would be a procedural mc map
and texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; a detail map
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
i dont quite know how you got to the conclusion that you need 50 maps
I will try to re UV map, I honestly, think it was because I was smart UV projecting instead of just flat out unwrapping
It was more of a blender related issue
A lot of the materials can be combined too
Some of the polys in the model are separated by materials that should be linked together
what resolution are the invididual textures?
2048 for the main parts, 1024 for some of the smaller, but noticeable bits, and 512, 256, and 128 for smaller textures
thats all kinds of wrong. 512, 256, 128 are never to be used, if they are part of a bigger model.
Even with a smaller cockpit? I have some tiny details that I dont think I need 1024 maps for
i dont mean increasing the textures
More efficient to put everything on a bug texture, than using many small ones
i mean aggregating them all into larger maps
For a plane like this you should have max 2 exterior textures/materials and 1 interior one.
For the final game ready model
Ohhhhh, Ya know , i really can do that. I can map more textures onto actual PNG's and make that 2048
That's just me being lazy
I have some, but most of them are for separate UV maps for the lettering and the gauges
this is an example of one of my texture maps
Well possibly the interior view lod can have some more detail ones.
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
True
https://abload.de/img/thun83jac.png
ignore the light blue bits and window framing. Just the dials and cockpit elements. Guess how many textures i used.
uno
because u can compile a bunch onto one UV surface
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:
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
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
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.
Thank you ! will give this a read, thanks for your info and input!
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
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
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
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"
iirc this means it's been obfuscated, and basically shouldn't be unpacked.
@spring crescent they don't want you to open them. Ask for texture files from the devs.
gotcha
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```

Quote Dahlgren on the CUP discord:
CUP_H_SLA_OfficerCap does not have retexturing support via camo selection
Yup, looks like that's my issue. That sucks, the cap was perfect for what I had in mind!
you can always open a ticket on our bugtracker. it might get changed at some point
Did a uniform retexture for USMC Class A Service dress
And just missing an appropriate service cap model.
@random hemlock I had the same problem something ago
so I created my own Officer Cap
link on your dms
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?
unlikely I think
Unfortunate, is there another way to implement it that you can think of or am I just SOL
This is on a weapon, and the sights are just a flat plane with a texture on it
I guess you could make the crosshair mesh
as the problem is that thermals dont see through surfaces
ah
So I would have to model the sight to actually be geometry attached to the model
that would be kinda funky
thermals dont work that way really
does the chest rig use the same texture as the Carrier rig and Carrier Lite?
It was worth a shot asking about, I'll see about implementing the other way, thank you Goat!
@spring crescent you may need to look into the configs to find out
alright
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
And why it is in #arma3_texture ?
where should i ask then?
#arma3_questions maybe? If you want to hire a modeller for it, #creators_recruiting with the template
thanks for help sorry for wrong place
WTA anyone take a freelance job for texturing arma asset?
@charred thicket #creators_recruiting is the place for such questions
or wrong input. e.g. if you make a procedural ads texture black
Roger
I think it's actually something to do with lighting... it sometimes barely shows some color under some light conditions
recalculate normals (with F5) make all faces sharp (unsmoothed) and check again
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
i will double check
It turned out to be the AS maps, I guess they dont render correctly on that part of my jet
"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
Probably the AS texture, i never baked the ambient occlusion and i left it to the input maps
cant render something you dont have... If you want "no as map" then use procedural AS texture with everything white.
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
Flickering shadows inside mesh, how to fix?
Do you have a shadow lod?
no
its way too complex
shadow lod has few requirements for it to work
all mesh in it need to be closed
and preferable the shadowmesh surfaces is slightly below the main mesh
so that it does not clip t through
roger, so closed mesh basically means no holes? i think i already kinda resemble that
idk if you mean something else by that though
Also, it's below on the z axis, should I move it to the right or left a tad too?
yes no holes, no open edges
well if all surfaces move below the originale they shrink from all sides
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
You can slightly see the image but it is borderline invisible
I had it as a PNG and went to PAA
yourmodtag_texturename_suffix.filetype
there is a texture wiki page that explains the suffixes for different texture types
the transparency looks ok
but your texture resolution is not supported by the engine
it needs to be power of 2
Got it, thanks man
the texture wiki pages I think explains that too
so Id advice taking a read through it
Gotcha, thanks
is it possible to have a texture on a terrain that emits light, or casts a shadow
weird question i know
No
No illumination sources cast shadows except the sun and moon
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?
"and this vehicle has hiddenselections enabled" u sure?
checked ingame config viewer if your changes take effect?
In the config for the original vehicle it has both hiddenselections and hiddenselectionstextures, i'll check config viewer for my reskin, one moment
Yes, in the config viewer it shows my updated texture path and file, but it is not what is being displayed on the vehicle
that the config has hiddenSelectionTextures doesn't mean that it works
requiredAddons set correctly?
@fiery crow
source image must be power of 2 (n^2)
like 128x128 / 128x256 / 256x256 / 256x512 / 512x512
ect
ect
ect
dammit
language...
that is quite normal for games?
n^2 format?
Its DXT format limitations
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
Never had problem with imageToPaa when file format and resolutions are correct.
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
- You can load TGA, JPEG/JPG, EXR, PNG, TIFF, BMP (and the list goes on). Painter can't load PAA.
- I don't know much about quality loss (but I would avoid converting PAA to TGA to PAA again if you want the best quality)
- You don't need HPs for Painter but if you want high quality assets, making a LP and baking using the HP is definitely better. It depends on your workflow. š
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
thanks both of you š its about old models done prior to modern artist workflow
You can import you old textures and enhance them using painter. ^^
Generators are super powerful.
so applying some rust, dirt, wear, etc via generators?
no, generators dont work well at all without HP detail (esp. not without baked smooth edges)
They work fine if you use anchors but yes, of course, it might not work well with a very low poly model
"use anchors" - only if you paint in normal map detail to begin with
if you just apply generators to basic diffuse texture with only an AO map to drive the effects, you wont get very useful results.
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)
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. :)
But yes, you're right, 512px normals might be a real problem haha
I appear to have issues all the time with it not sure why even right now i have a PNG with proper bit depth and its 512x512 and it wont convert at all. this one is also not loading up in texview2 either not sure why
What's the bit depth?
Where its made?
Png has all kinds of possible settings and some may be incompatible
Could also try non compressed tga
And the tool install itself might be broke
then its quite likely you do something odd with the png
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?
doesnt really sound like it but maybe you do
ill try another random pic just to see
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
can you upload the png somewhere? Im curios to try it
it indeed does not convert
so something wrong with how its processed
also you should always use correct texture suffixes in the filename
solved
it has indexed palette
that does not work with the tools
prob used some web image as base?
ye
yea i am for now well i work on something as a replacement but needed somthing for testing
you should be able to find those in the unpacked game data
doubt it has actual textures.... most likely its just procedural texture
Question is; does it have a hiddenTextures entry in the config?
ye I think so
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.
not possible to give solid unit non solid texture
gg
you can check out "optical camouflage research" topic on BI forums
Hey folks! (long wall of text ahead)Some time ago there was a post by Kiory about a really cool accidental discovery he had with Arma materials:https://forums.bistudio.com/topic/175495-opticalactive-camo/And for some time Ive been working on reproducing the effect and wanted to share current prog...
@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.
have not had a chance to explore the method any further yet so dont have an answer at this time.
Affirm
What issue?
You can always get some samples by unpacking pbos
Resolution doesn't matter
is that a fallout 4 model?
!purgeban 697264937713664112 240d ripping Fallout 4 Models and asking for help with illegal content
*PewPewPew!!*
RIP @torpid rampart
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
usually means one of the rvmat stages does not load right
haha thanks, think you're right
So Iām 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)
what says that and where exactly?
Screenshot of the message to imgur and then link her please
freudian slip there @grand warren
Huh?
Never used imgur sorry
any other image host will do so you can link the picture
So, I'm looking to retexture the Contact radio backpacks. Anyone know how I can get to the data, since it's in EBO?
if you get the arma 3 samples there's a template I'm pretty sure
Contact assets are not available yet for the public, and I doubt the templates are released either
I've seen Contact retextures already- Specifically, LDF. Made me think something was available.
Oh, the template was in samples after all.
yeah people have figured out a way to display textures on hud elements, then they just screenshot them and stitch them together in their image editor and use that to make templates
anyone know whats the best way to manipulate reflectiveness/glossiness? specular in rvmat? doesn't specular just darken the texture when lowered?
there is no "best way". Its down to experimentation what works for your thing or not
make a gradient map in the 2 channels and test yourself
specular array and specular power set the overall specularity of the model and SM/SMDI modulates that
is there something wrong with my rvmat? this is what my texture looks like in game and this is the rvmat
Id strongly recommend using the supershader one
and checking out the default rvmats in P:\a3\data_f
yours is missing quite a bit
you cant just leave stuff out
I can use super shader, ill see how that works
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
most of my textures use the same format for the rvmat
You need every stage for the shader you're using, and every stage needs to be the right map for that stage
everything that is in the examples needs to be in
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
https://zupimages.net/up/21/03/9v2i.png Here's what it looks like
id say its just not loaded
How can I load it ?
well for starters you could try unpacking the pbo to see if it is actually in it
or what kind of folder sturcture is in there
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"};
I think it might be the problem, or my .paa is maybe wrong ?
well all textures should use correct texture suffixes before conversion to paa
and they should be in power of 2 resolution
is the config.cpp in gilet_staff\ folder?
Yep, in the gilet_staff folder
and is that folder on P:?
p:\gilet_staff
Yeah, I think it's better x)
start with having correct suffix for it
in the original png/tga
and then convert that to .paa
Okay
I have the .png
So, with the .png of the texture, I convert it to .paa with ImageToPAA ?
Ok, I'll read it
I'm not really sure how I'm supposed to name the file :/ I guess it should end with "_CO" but that's it
ye
Something like "StaffVest_PlateCarrier1_CO" ?
that should work yes
Okay, I'll try that
what are you packing the addon with now?
Addon Builder
then just about anything can go wrong since it does not really check what you pack
Id recommend mikeros tools and using pboProject to get some debug help straight from the packing
I tried to install it but it didn't worked
didnt work how?
The installation worked but when I clicked on the icon I just got a error message
Even when renaming the file it didn't worked
It says that depbo64.dll is missing
I have to install all the tools ?
Okay ^^
Honestly, it starts to really annoy me, I'm gonna stop here for now and start fresh tomorrow, thanks for the help ^^
for pboproject you need at least depbo64, deogg, makepbo and rapify
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
older shader type yes
for houses would suggest multimaterial
usually gives better results
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
eh dont think a lot can be done with that
some are multi
that particular shader Id wager does not allow much improvement unless you can increase the texture size
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
yeah well just upscaling wont really help
it does not add missing detail
at best it smooths stuff a bit
with AI program though
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
thanks šµ
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
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
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
huh didnt know emailing them was a thing doubt ill get far but ill do it lol
chances are not great but they are slimmer if not emailing them
Hey can anyone make me a hummingbird skin I have the photo I want all over
Just a pattern then a logo either side
āJust a patternā is a hard part of retexturing. Also, #creators_recruiting
Ah true cheers
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)
if a stage doesn't have any kind of texture then uv transform is not gonna matter
same for textures where every pixel is the same color
procedural are not necessarily all the same, right?
ye
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
the initial reason why i became curious was as some have dir[]={0,0,1}; and some dir[]={0,0,0}; for example
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
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 ?
Dose anyone got a up to date YouTube video on 3D modeling?
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
The Arma part of modeling will come more apparent when you know how modeling and texturing is done
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..
Which class did you reference in your retexture?
Because A3_Characters_F_Exp still has the Gendarmerie in there
Moment
and I'm 100% sure that BI didn't change configs or files around since release
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.
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.
dump on pastebin and send link here; and explain the problem you have š
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.
add "A3_Characters_F_Exp" to the requiredAddons[] array; will most likely be enough
requiredAddons[] = {A3_Characters_F_Exp};
...like that?
Again my code is usually copy pasta, thanks for putting up so far.
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)
Use requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"};
^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.
It ensures your stuff loads after all the latest A3 data
You wouldn't be that ancient legend from TWHL, sventh monkey or something would you by any chance..?
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
Alright cool, thanks for that, never saw it in any of the ancient tutorials I followed back in the days, interesting to know.
I don't even know what TWHL is
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
does anyone know where I can find a tatoo template?
https://gyazo.com/0f144990252b3d9e13eca9583403a21d this but blank???
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?
@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
In the original config, I can't find hiddenSelection array, But I can find the paa texture files on data folder.
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
anyone happens to have FoW textures?
those textures should be accessible through the mods files
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
then you may be out of luck
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
yeh its possible to do that but its quite janky method and is likely to produce lower resolution image
better than nothing I suppose
many retextures dont come close to the original quality anyway, even with access to base texture
if the makers can not at this time provide you with the textures then you can not make retextures for those assets.
Well then
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
Aight
how would i go about turning a PAA into a tga
i wasnāt able to do it by using āsave asā in ye view
tex-view*
It should save as filename.tga but you can also save as png
FoW allows reskins
Wasn't the concern, guy asked about an unsavoury program
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 š Any help would be greatly appreciated, either I'm attempting the impossible or overlooking something very amateur.
you are likely packing the pbo wrong
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?
do you have the modding development environment set up? P:Drive/ arma 3 tools etc
No, P drive hasn't been mounted for about 5 years I'm shamed to admit lol.
that would help you to produce a proper pbo
do you happen to use pbomanager to make that pbo?
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.
oh no no no
this sounds like a real mess.
unfortunately its too late a clock for untangle it
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.
How I can find hiddenSelection from workshop public mod?
ingame config viewer
anyone has a template for the _EM map? can't find it in the samples
There isn't one. No Arma assets are using it
IIRC it's just a diffuse map with alpha
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
iirc the CUP MV-22 and the harrier use _EM textures.
the opscore helmets as well i think
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
you'd need to insert the correct path of the files inside the mod
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
you likely have smooth Alpha texture and have not used correct _suffix when converting your texture to .paa
depends what the original texture has.
uh1h_un_decals_ca.paa
this is the original
so i can use uh1h_customtexture_decals_ca.paa ?
that could work yes
how about smooth alpha texture? how I can fix it on photoshop ?
make sharper alpha?
doesnt work
I'm still having issues with my one texture, I shall send the rvmat, maybe u guys can spot something I can't?
it was 30 seconds ago, i can send the new one
what did you use as base for it?
did you look into the default rvnats in the P:\a3\data_f\
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
well would not hurt to use the default formatting
which stages should I use default ones?
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
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
i shall check my obj file, but last time i thought it said it wasn't missing
is that the proper way to check?
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
that actually makes sense, how would i go about making sure it packs properly?
Id start with a default supershader rvmat from the arma3 data
alright!
big brain idea, thank u š

how do I make SDMI or NOHQ?
do i just do save as then type ā.semiā at the end???
_smdi
@karmic lynx have you seen this page? Was semi-helpful when I was figuring this stuff out
https://community.bistudio.com/wiki/Super_shader
Still found SMDI pretty janky to work with though...
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
That model, how many triangles it got?
And for the texture, you sure the resolution in the file is right?
@karmic lynx This post on the forum is very helpful: https://forums.bohemia.net/forums/topic/187130-texture-map-help-co-smdi-as-nohq/
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 ?
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
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!
If everything in the .rvmat is in your addon (including the env map etc) then yes it should work
Saw that my model needs an alpha also, might be the issue ?
Yes, it needs an alpha texture in the model to render alpha later. The polygons are flagged as having an alpha texture during binarisation
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?
Just assign the _ca to that part in the .p3d, yes
Hey is this the right text channel to look for certain mods?
no, this channel is about making mods, you can put general questions to #arma3_questions @nova maple
alright thanks
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?
it would require the uv mapping to be suitable for such tiling texture overlay
if its not, then you cant really apply it
aside[]={0,20,0}; up[]={-20,0,0};
done the job
mission complete. it was just a basic plane
Could someone explain PBRs and
- Ambient Occlusion map
- Specular Map
- Roughness/Smoothness Map
- Normal Maps
Whatās the closest thing to PBR then?
google is your friend for all of the above
@tired lynx non PBR specular - glossy
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.
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)
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
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
Id lose all of this
or at least never use spaces in folder names in game engines
and use pboProject to pack your stuff
I read something online about not using capitals too, is that of any importance?
there are few instances where capitals can be problem
so is it a case of 'better safe than sorry'?
Within the folder 'Milsim Items', there is a mod.cpp file, is there a better place of putting it?
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
Not sure why this is in #arma3_texture but use uniform
@static goblet mod.cpp does not go into pbo at all
it does not really belong to P drive
Ahhh okay, so everything from Intel onwards in P drive
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

Ahhh thank you for the advice haha, I was throwing things in there beforehand in a way that would make people like you vomit š
yeh for some reason that is often the case. 
Noobs all act the same i suppose
š
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
you know, i JUST noticed in the laucher, there is an option for localmods.
š¤¦āāļø
300 hours in game and never saw this...
š
I do indeed need them š
Guaranteed, im doing something stupid with pboproject too, but i dont know enough about everything to figure it out yet
Anyone have templates, or know the aspect ratios for the rugged dual screens? 1x1 seems to work best, but cuts off edges.
Unpacked A3 data on your P drive has those quite likely
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
so you have folder P:\textures\ that has the usbtexture.paa?
@static goblet
where is the p3d?
Under Models
and where is the config.cpp
In the starting folder
what is the starting folder?
The one Ive linked above
textures?
the folder contains model, icon and texture.
take screenshots of your folders
This is the folder that will be packed into the pbo. https://drive.google.com/file/d/1hz8E8VEdK_j4oxk9hmFK2PhP3s4ydFsw/view?usp=sharing
This is inside of the folder that will be packed. https://drive.google.com/file/d/1aw6CBwMrk_zyQSG0YmO4TE-tzFn_Bgtd/view?usp=sharing
This is inside of the folder 'Icons'. https://drive.google.com/file/d/1aw6CBwMrk_zyQSG0YmO4TE-tzFn_Bgtd/view?usp=sharing
This is inside of the folder 'Models'. https://drive.google.com/file/d/1DcA1EYvrE8kmFUqHVsNO9ukz-Dk-ohIh/view?usp=sharing
This is inside of the folder 'Textures'. https://drive.google.com/file/d/1uVwT8bikIUeX1ZUGx4mVfOVjoY8byfmy/view?usp=sharing
This is where I am getting my texture from in object builder. https://drive.google.com/file/d/1-onWqsFxHizHTUKWrnHrBJXH6Q10P1Ei/view?usp=sharing
Lots of screenshots, sorry
is bmsn_intel directly on P:\
as of now, yes
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
in your config?
No for the overall folder. but yes, my config is in there
Ive looked inside the a3 folder, it seems very confusing š
Do you mean to have the texture, model, icon and config in one folder?
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?
Ohhhhhhhh. I cant JUST say the ending, it has to be the full path without P:\
yes
okay, its working in bulldozer š
: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.
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 š
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 š
Got it...
Youll never guess what...
I saved the texture under P:\ in object builder again š¤¦āāļø š
š
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.
no dont think you can do that
Do you have any ideas of how I should go about then? x)
why do you need it?
Cause I can't find it
check its config then
Well wouldn't that be the same place as the model and all that?
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 = "";
};
};```
How's your folder structure?
i followed the video almost to the letter, one sec
Video... 
yeahhh
how should i go about showing my folder structure?
https://www.youtube.com/watch?v=qZoI7f0ApSI this is the video i watched btw
What a messy desktop š
yeahh thankfully it's not mine lmao
A_Folder
āui
ālogos
āwhaterver_other_folder
```?
You should have Mainfolder in the path
without the \ ?
Well... maybe maybe not. Sometimes Arma requires that, sometimes not
But most of the time isn't a big matter for pathing
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?
What is the pbo name?
for which? my mod?
Yes
main folder is KEIKA_RND
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)*****
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
Oh, I see
I tried using the Arma 3 tools first and iit gave me blank errors
but it worked this time
thats cool
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)
i see i see, I wasn't really looking in here and was moslty following written tutorials/etc so i definitely missed that
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
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
Addon builder does not really check anything. It just packs what you feed it.
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
Pbo project requires P drive setup. You can check out Armadocs or PMCwiki tutorials on how to simply set that up
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
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
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
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?
I dunno
I make mine in Blender
basically it overlays the tiling textures to give them color variation
dont need no preset... just any png or tga image with alpha will do
so I can just take the CO map and rename it as MC?
does your co map have alpha? i doubt so.
I have a CO for my tiled texture and a CO with the basic unwrap
neither have alpha
š¤·āāļø try whatever you like, it will just make you learn new things
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
oh so its not something inerently wrong
just something that could look bad
I'll make more tests I guess
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
there is something I really don't get from the tutorial
where am I supposed to write the mask path?
rvmat
in stage 4?
Stage doesn't matter, AFAIK
is the mask_co thing an old system?
no just way to convert the original file to paa using CO rules
oh got it
the engine does not read the suffix. but the suffix is needed for correct conversion to .paa
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
link to my project if it helps: https://drive.google.com/drive/u/1/folders/1pYCvbxqId1p8QmiYIrNCiMJ95A5vWFdu
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.
if you have reduntant code, clean up everything first
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.
have you followed the character encoding guide on the wiki?
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide <-- this one right? I did my best on following it, and also referenced a couple different sample configs i found. I restarted from scratch a couple times with the same result
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
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
yes
ah, i see. I saw it in one of the config samples which is why it ended up there but I guess it would be redudant if mod.ccp also exists
didn't think about that
Not redundant, it's not read at all
oh, dang
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
I originally had it almost exactly like that at the beginning, still didn't work, but I will rebuild it starting from there
š
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};
You basically need only description and the hidden selection lines
For retexturing and renaming the unit
Mm and scope 2 and scope curator 2
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
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
can do, would you recommend just scratching my entire cfgVehicles then?
Yes
done, gonna reopen the encoding guide again lol
just wondering, is the cfgWeapons okay or should i get rid of that too?
if you want to make a uniform you can pic up you will need that too
Anyone knows what might cause this normal map issue? https://i.imgur.com/uHmqzTH.png
Artefacts on the blade, if i remove the normal map it goes away
what is the normalās map file name
https://imgur.com/a/DD6HW1z why is there a stripe on my texture?
how did you convert that
more info needed
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
i've made a texture for my speedometer. im not sure it has some sort stripy-parallax on top of it
Is there another surface under it?
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
under it? yes, but there's a gap
it is fixed now i increased the gap a lil bit more
@spark shore can you not compile the different channels outside of SP?
gimp/PS can do that
oh
didn't know that I could
anyway I found out that I was always exporting dtsmdi instead of smdi
@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
yeah its those, the template dedmen sent me had already been configured so that every SDMI had a DT on the R channel
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...
do you mean the vehicle camo or the uniform camo?
Vehicle camo, maybe both would be good
@pale bough Thank you so much ;))
np
where can I find the nato helicopter pilot helmet PBO to put a patch on it?
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
I tried doing that but the P drive is empty
well it means you did it wrong. PMCwiki and Armadocs site have good simple steps to set it up
///////////////////////////////////////////////////////////////////
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"?
have you installed the rest of the tools?
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?"
you are not supposed to use both
and so I validate the files, it says one was not found and will be reaquired, and the problem doesn't go away
if mikero tools are not working theny that needs to be solved
did you get the latest ones from bytex website?
could be worth a shot
do I need cupcore2p?
if you want to use cup objects on a terrain
I got the same error
this
@tender fjord this the environmental path issue?
is it too unreasonable to do it manually?
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
some of the arma tools also crash when I try to launch them
sounds like something is considerably wrong
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
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
well thanks for the help, ping me if there's a solution
https://pastebin.com/9zMgw4T5 arma 3 tools rpt file if it helps
@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.
remove your post here and use the template pinned in #creators_recruiting
missed that channel entirely, sorry XD
np
Does anyone here have experience doing textures with Substance Painter?
probably many
Yeah I figured x)
Does anyone have any good sources to start learning it?
So far I have only used photoshop.
youtube
Does that mean click no for the allow program to make changes to your computer in the installation or just don't run as admin?
I got the P drive set up with the legacy p drive .exe, where do I find the nato heli pilot helmet?
you setup your p drive with a small batch file and extract the game data with arma3p (mikero tools)
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
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
how do I use the config viewer? I got to it in the editor but what do I click?
there's a +9min tut on YT by jester814
how i did know that?
well...
google š
yeah I just did some googling and I got the all in one config thingy
thanks for the info
What 3D file would I use for these endeavours, I am guessing a P3D wouldn't work x)
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
You will also find some answers here: https://docs.substance3d.com/spdoc/project-creation-28737541.html
You will not be able to import P3Ds or PAA.
fbx, tga are commonly used formats
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)
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
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
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
also not sure if there's a brown variant of the contact CBRN suits
In texview whenever I change ARGB8888 and set it to DXT1 it resets back to ARGB8888 when I save, any fixes?
You don't change it
The method of conversion is dictated by preset rules that depend on the name suffix of the texture file
You have incorrect resolution perhaps?
Could resolution have an affect on image coloring/color inverting?
yeah, I think if it's not power of two dimensions you can get some funky colors
Yes indeed. Incompatible resolution
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)
Hey Guys,
Is it possible to retexture uniforms which use a p3d data ?
you can retexture anything that has hiddenSelection
you don't need the p3d, you just need the texture files
My problem is when i retexture some skin it makes no trouble until i want to try it inside the arsenal
trouble?
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
- 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
no matter what you retexture, you need to make it a mod
vest is not uniform
those are different assets
ah okay
@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?
where is the biker.p3d from?
class cfgWeapons
{
class THE_UNIFORM_YOU_RETEXTURE;
class SWMCuni: THE_UNIFORM_YOU_RETEXTURE
{
your foo
};
};
you need to know the exact mod and path
the source 3d is inside the pbo folder
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?
i am trying to repack to test the skin because when its done it get implemented inside the offical mod
PBO Manager
well that is all doing it wrong
whats wrong
What do you mean with Packing the p3d
pbo manager is what is wrong
A quicky, sorry for cutting in, using setObjectTexture to change some skins, should said skins use _co?