#arma3_texture

1 messages · Page 46 of 1

candid trout
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@grand warren i tryed to make it as a mod but i still get the error when i select it inside the arsenal
Warning: PreNLOD format in object

grand warren
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just in case...
if i see it reuploaded, ima rip your but open up to your neck

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😉

candid trout
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naa tbh i am thankfull for the modding community it would be rude to upset people which make mods for the community like me having no clue of modding 🙂

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thank u sir

frozen blade
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yes, see pinned message link to naming suffixes

candid trout
frozen blade
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is it your p3d

grand warren
frozen blade
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it is binnerized before packing

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not even sure if that’s a retexture or not

candid trout
#

i am a player on a server
The server offers players to reskin clothing if they create the reskin by their own

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so do i have to ask the devs of the server to get original model file to create a new texture ?

grand warren
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no

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in your mod, you just point to the ORIGINAL location of the model

#

modelPath = XYZ

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see in the files i've sent you

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you don't even have to point to the model path

#
{
    class ORIGINAL;
    class YOUR_RETEXTURE: ORIGINAL
    {
        your_foo;
        hiddenSelectionsTextures[] = {"PathToYourFileInYourMod"};
    };
};
candid trout
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config.cpp ?

grand warren
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check

candid trout
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class CfgVehicles
{
    class RL_Civ_Biker1;
    class RL_SWMC_UNI: RL_Civ_Biker1
    {
        RL_SWMC_UNI;
        hiddenSelectionsTextures[] = {"uniform\data\RL_SWMC_UNI.paa"};
    };
};
#

Is it correct ?

versed nacelle
#

The like with SWMC; not, the rest should be fine

versed nacelle
#

What is RL_SWMC_UNI? A macro?

candid trout
#

na i thought i have to create a classname

versed nacelle
#

Check the wiki about how to make configs

lament fulcrum
#

Quick query... Does anyone know if there's a template to be used for the new parade uniforms?

candid trout
versed nacelle
#

foo? That's used as a placeholder name

candid trout
versed nacelle
keen wagon
#

does anyone know if there are any templates or paas for the new parade uniforms and what not in AOW in circulation at all?

lethal condor
#

You actually don't need one. Just make a GUI element and show texture, and screencap it

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If you ask “how exactly?” ¯_(ツ)_/¯ I'm not good enough to teach you it, that's just the idea

keen wagon
#

what exactly is a GUI element?

lethal condor
#

ctrlCreate or such

keen wagon
lament fulcrum
#

Ahah what are you doing out of Fishers island Boyd, CG life that slow these days? Not going to lie that's a great start, I'm trying to recreate a mod I made a while back using the AAF general uniform, making the ranks for USMC and US Navy for my milsim. Coast guard uniforms aren't too far off the Navy ones if you fancy collaborating?

kindred wharf
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when you retexture stuff

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is there a way to see the texture on the model outside of the game?

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i want to retexture an rhs helmet and i dont want to get in and out of arma constantly to see tiny mistakes

lament fulcrum
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Good ole' trial and error mate

kindred wharf
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i guess so then

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also is it possible to remove like a pin of a beret by making the color of it transparent in the .paa file?

full quarry
#

No and depends on a model but likely no

kindred wharf
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oh okay thanks

lament fulcrum
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Anyone else had any luck texturing the new uniforms?

woeful reef
#

Hello everyone! Is here anyone interested in making 3 skins for a helicopter?

grand warren
woeful reef
#

Ok

grand warren
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use the template

golden plover
#

what is this "stages" in Rvmat files? what it is for? i've read the rvmat basic in biki. didn't understand what it is for.

full quarry
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It's different texture type slots the rvmat defined shader uses. Should be pretty clear if you open up a rvmat and look what kind of textures each stage has been assigned

golden plover
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i can see a difference between texture type on the procedural texture (NOHQ,DT,AS...etc) from stage 1-5. but at stage 6&7 im not sure what it is. fresnel and a3\data_f_enoch\logos\arma3_enoch_logo_ca.paa which is not a texture type?

those ambient[],diffure[]..etc settings would apply to all these stages? or it would apply only to the _CO?

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btw, im looking at pip_screens.rvmat

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ahhh nvm, found out what each stages for in super shader page on biki

full quarry
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Does pip screens use rvmats?

golden plover
hearty plank
#

Where can I find textures of vehicles
To desing vehicles
Help me!!!

grand warren
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@hearty plank
mostly in the dedicated vehicle PBOs

hearty plank
grand warren
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you can. you need to unpack the game data ofc.

hearty plank
latent magnet
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What is the purpose of the Arma 3 pdrive?

grand warren
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it's a standardised working environment for arma 3 dating back many moons and is required by mikero's tools (the best tools available atm, not BI tools) to work. all troubleshooting here is based on the assumption that one has set up a proper p drive

full quarry
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P drive acts as the virtual root of the game engines file structure

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so when you build mod project folders in it, they will also then transfer into game the same way

latent magnet
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Hmm I see. I'll have to look into that. I've been working off of my desktop this whole time lol.

static goblet
full quarry
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for tiny object like this you would have the metal texture and wood texture parts on same texture square

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how many polies is this?

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it looks suspiciosly smooth

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for many textures/materials you would just set each blender material to use specific Arma material properties and export as p3d

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but for this model 2 textures is too much

static goblet
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Its not many polies, i dont know how to figure out the exact number. And ill redo the uv mapping then, make it only one texture

lethal condor
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@dull rampart It's illegal. The resolution must be power of 2 thus it have to be 1024x256

dull rampart
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@lethal condor well thats just sad xD ok i guess I thought there might be a way to get around well still thx ^^

lethal condor
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There's no way around. Just need to make a few spaces

full quarry
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Why would it need to be that resolution?

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What is it used for?

dull rampart
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its ok i figured it out i was just being a bit stupid xD.

full quarry
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possibly alpha transparency in the texture where it should be solid

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so the engine things its supposed to be transparent

static goblet
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this is the texture and alpha

full quarry
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you should not have any alpha in this texture

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but also your texture should have at least 8 pixels of padding around it so it can mipmap correctly

static goblet
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Fixed it, the alpha was having trouble as the background was transparent. Thank you for your help! 🙂

broken sun
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Hey is there a way for a textured object to use a different Normal Map? Like a way to assign a new nohq.paa file to an item?

nocturne lake
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hiddenSelectionsMaterials. But depending on what the object is, it might have issues

broken sun
latent magnet
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If I throw a texture with transparency on a model, will I be able to see through the model? Example: a flag with part of it cut off (like a v inset at the end) and I put it on a flagpole flag.

molten spire
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prob not the right place to ask, but does anyone know how to invert a channels grey scale in substance painter export preset

muted citrus
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anyone know the minimum gap between faces so the textured does not looks like its stacking?

full quarry
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depends on view distance

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what are you trying to do?

muted citrus
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pip screens

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when unhide, i can see the texture behind it

full quarry
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why is there texture behind it?

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why is it not the same texture?

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/surface

muted citrus
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when it is hidden, does it not hide the face?

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or it just hide the texture?

full quarry
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Im not sure what you mean by hiding?

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like when the camera is off?

muted citrus
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hide when pip settings are off

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yeah

full quarry
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yeah no it does not hide the surface

muted citrus
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ah

full quarry
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or at least thats what I remember

muted citrus
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so where is the texture comes from when hidden?

full quarry
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I think mirrors have default texture/material they swap to when PIP quality is off

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although turret screens just stay black

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not sure what the difference there is

muted citrus
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so i've examine this, when hidden, it definitely hide the face. i had 2 monitors, both have 2 face front and back with little gap. front face is the pip. Monitor 1 have black texture on the back face and monitor has no texture set.

When pip off and is hidden, it will show the back face. 1 being black, 2 being white as in no texture

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just to clarify, i hide this in model.cfg animation class if that's was not clear

full quarry
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ah

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no it was not

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so yes then you need another surface behind it

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but that can look bad

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so Id suggest you swap them

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and when pip is on you hide the other one

muted citrus
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is it better if i hide both accordingly?

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pip on = hide back , unhide front
pip off = hide front, unhide back

full quarry
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thats what I meant

muted citrus
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oh okay

nocturne lake
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If you hide the bounding memory points of the PiP screen it will go black IIRC

muted citrus
#

i'll try that

empty marsh
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is it possible to somehow get the textures of the suits from AoW dlc to retexture? the files are as far as I know encrypted

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I really want a cyan undercoat to one of the suits for something specific I'm planning

lethal condor
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Possible

severe rune
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PSD templates are planned, but not sure if for the suits too

drowsy stream
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Can anyone tell me what could be causing a .paa file to appear transparent in game even though it has no transparency set in the file?

full quarry
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_co or _ca? and while not transparent, does it still have alpha channel?

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and what type of rvmat is in use?

drowsy stream
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It's just an image I converted from png to paa and wanna use in a structured text.

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and I have no clue what _co and _ca means and no clue how to find out what type of rvmat is has 😄

full quarry
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ah no rvmat if its in dialog.

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_co _ca are texture suffixes that define how the texture is converted, _co for example has only 1 bit alpha channel (if any)

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what resolution is is?

drowsy stream
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195x40, also tried 200x100

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_co _ca are texture suffixes that define how the texture is converted
Interesting, didn't know that. Any documentation where to use what?

grand warren
full quarry
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@drowsy stream neither of those resolution are supported. they got to be power of 2

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only the preview pic jpgs are exception I believe

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so 256z128 should work

drowsy stream
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I fixed it by removing the alpha channel

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Thanks for you help 🙂

grand warren
latent magnet
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Dude, I had a texture once that would say it was a power of 2 in photoshop but it was actually 1 pixel off each time i exported it as a png and it kept throwing me off while converting to paa

still ocean
#

Sup

random bramble
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hi guys, im totally new to arma modding and Im just looking to create a retexture mod for RHSUSAF and another couple of mods

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if anyone could help me get started on that i would be thankful

full quarry
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there are few topics about that on the BI forums I believe.

Basically it works like this:

If object (vehicle/unit/weapon etc) is set up for retexturing you can create a new config+texture addon that refers to the orinal files (nothing from original is copied) and then those new configs use HiddenSelectionTexture list to patch in your new texture files from your mod.

random bramble
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maybe can you link a few please?

spice forge
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Hey, I'm new to texture making so i want to know if i am allowed to use arma 3 vests to reskin and upload as a mod and if yes, is there any certain procedures?

random bramble
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ive been retexturing for some time and i only like replace the textures ive never made my own config or something

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maybe we can help eachother

full quarry
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@spice forge the models are not accesible so retexturing is made solely by painting over the old textures

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and the original models are not packed into your addon, they are only referenced to by config from their original location

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@random bramble replacing textures is the wrong method

random bramble
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ik but i also dont know how config anything lmao

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im just too new at this

full quarry
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I hope you have not distributed that kind of addons

random bramble
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nah I just pull the pbos into my own folder

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the ogs stay normal

full quarry
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BI forums and the wiki are good places to get started with configs and how they work

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as well as the Arma 3 Samples on steam

spice forge
full quarry
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yes the textures can be used as base. the question was formed so that I though you meant the models themselves.

vocal star
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I’ve only done uniforms for the Combat Mission series, making sure the insignia, piping, colours whatever is correct. Arma has a lot more fidelity, so what sort of thing would that entail compared to editing bmps?

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I could try if I know what the colour codes are for CUP paints and have the manual for how different camouflages would be applied to certain vehicles

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Like if I know Chedeki paint represents a basecoat or primer and over-sprayed lines of paint, I suppose that could apply as easily to a SP howitzer as to whats already in CUP. Is that roughly how it works?

full quarry
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Im curious. where have you used BMPs in relation to Arma?

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textures are not always exact science like that though, it depends a bit on the material and the accompanying support textures on how the colors behave

prisma relic
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Doesn't arma use full pbr for shading?

nocturne lake
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No

prisma relic
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Ahah curious because I could've sworn I saw a pbr tutorial lol

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Probably missed out a few things :/

nocturne lake
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Likely advises on how to convert .pbr materials for something that doesn't look shite in Arma. Major difference is that Arma colour maps are diffuse so have lighting layers on top rather than being pure albedo. And there's no per-pixel specular colour

lament fulcrum
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Can I please get a bit of advice on how to retexture a vest that is part of a mod? What's the main differences between a modded vest and a vanilla one when it comes to adding a texture? Can't find the right articles online and I'm starting to go mad

full quarry
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nothing

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but if the modded vest does not accept hiddenselection textures, its impossible to retexture it

lament fulcrum
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Is there a way to know whether it will accept it? I'm trying to do the RHS SPC vest

full quarry
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if its original config has hiddenselection textures defined then yes

lament fulcrum
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I can't access the original config as it's a .bin file

full quarry
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you can either extract it with proper tools or use the ingame config viewer (pbomanager is no proper tool)

lament fulcrum
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In the ingame config viewer, I see hiddenSelectionsTextures[] = {};

full quarry
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then I suspect it cant be retextured

lament fulcrum
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I've found other mods that have retextured it and I've tried reverse engineering them, but I can't actually spawn the textured vests they provide, only the base RHS ones

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I've tried using these

full quarry
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does the config have other hiddenselection array?

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one that would define the selections

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like camo camo2 etc

lament fulcrum
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hiddenSelections[] = {};

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would it be in there?

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If so, then no

full quarry
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either you are reading wrong class or the vest cant be retextured

lament fulcrum
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How do I make sure I'm reading the right class then? It has to be able to be retextured, the mod I linked and have running on my game right now does exactly that. All I want to do is change a little icon inside the vest by way of adding a new texture.

I can select the RHS vests in game by looking at equipment>vests but I can't see this retexture mod in the asset browser, so I can't see the retexture in the configviewer. Not sure how to look up the config without being able to place the textured vest on the ground

full quarry
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there is a advanced config viewer addon with a search tool on the workshop. that youlc be useful in this case.

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you could do a search by the vests name

lament fulcrum
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This one?

full quarry
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mm sounds like it yeah

lament fulcrum
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Doesn't show me any different information when I go to config viewer

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looks the same data

latent magnet
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I've got this helmet that I am trying to rextexture but every time I test it in game, it looks way too dark even though the texture file itself is lighter. I tried bumping up the lightness on the texture but it's still dark. The helmet uses the same RVMAT as the other helmets of the same type and they don't have that problem. What else could be causing that?

dense peak
full quarry
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What texture do you have in stage5? It has no proper suffix.

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And do you have a picture of what you perhaps would expect it to look?

dense peak
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what is the appropriate suffix for it?

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@full quarry

full quarry
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where did you texture it?

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and do you know what that stage is?

dense peak
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@full quarry i do not, and i textured it in blender

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wait i think i know the BI forum for RVMATs

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i cant find it on the BI forum

full quarry
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BI wiki has rvmat page

dense peak
full quarry
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and texture definitions page

dense peak
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it doesnt say what stage 5 is

full quarry
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that indeed

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you would need the supershader page

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can be found in the shader list at the end of the rvmat page

dense peak
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oh

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SMDI

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_SMDI.paa

full quarry
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yes. but it will do you no good if you are not feeding it correct looking texture

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and Blender does not output SMDI by default

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so Im suspecting you dont have that texture at the moment

dense peak
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i have gimp

full quarry
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how have you textured your model in Blender?

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have you baked the color texture out of it?

dense peak
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i unwrapped the model, placed it on an image, and i left it at that

full quarry
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placed what on an image?

dense peak
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the unwrapped model, where i can click and drag the faces while they appear flat to move it around my normal map

full quarry
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yes Im familiar with unwrapping. Where did your textures come from?

dense peak
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random internet free use texture things. I took a few, mashed them together to make a normal map

full quarry
dense peak
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oh

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wait one, ill post

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so no

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mine isnt specific to the mode

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l

full quarry
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yes that would be a color texture

dense peak
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oh okay

full quarry
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so you will want to find yourself some texturing tutorials that explain different textures types and how they are made

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possibly looking into "baking textures from highpoly to lowpoly model" workflow could be useful

dense peak
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alright. I appreciate the help I still have a long way to go xD

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sorry if i was a bother, im brand new to this essentially

full quarry
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texture types like color. normalmap, ambientocclusion/shadow, specular

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no problem. you just got some steps missing before you can put together RVMAT and a game ready model

dense peak
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alrighty, thanks again ill get on that

opaque depot
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Hello guys. I need for CDF vehicle camo but i can't find it. Does anyone have a sample?

tardy wraith
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Hi Guys,
I have trubble with Custom Faces Features. As far a I know I have done everything according to manual, but no success.

pic ist 1024x1024 (tryed 512 as well), .jpg, < 100 KB (87 KB)
Added to Path
C:\Users\Steffie\Documents\Arma 3
as well as
C:\Users\Steffie\Documents\Arma 3 - Other Profiles\Steffieth
Arma 3 Profile keeps showing default for "Custom Face" (no Mods of course)

Already read through all the forums but found nothing that I did not try yet.
Any ideas?

full quarry
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what is the problem?

tardy wraith
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Arma 3 Profile keeps showing default for "Custom Face"

teal root
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Does any one have suggestions for tutorials videos on directly retexturing clothing, vests etc and vehicles, helis etc. So far every video I have found is out of date or too hard to follow

grand warren
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@teal root
there are almost no arma specific videos.

teal root
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🥲

grand warren
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what software are you using?

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substance painter?

teal root
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Probably that or photoshop

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I mean which one do you recommend?

grand warren
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well, substance painter requires a mesh (model)
so, retextures are not possible without the original unbinarized model

teal root
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So does that mean photoshop is easier or harder?

grand warren
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what is it that you have problems with?
the texturing part, or configs?

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have you ever used a graphics software?

teal root
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Nothing. I have just never done it before and I want to learn the basics, mostly with texturing people/characters.

full quarry
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texture editing is the only way to retexture most of the time

teal root
grand warren
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basically (only if the model is set up for it):

  • extract the original texture paa
  • convert it to a editable format (tga)
  • load it in your software
  • paint your retexture and save it
  • convert your new texture to paa
  • write a replacement config for the texture
teal root
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PeepoSalute I am assuming there are already written configs I can copy from some places?

full quarry
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not as much ready

teal root
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Configs sorry*

full quarry
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since you will have to understand how it works to copy right parts

grand warren
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gimme a sec

teal root
teal root
grand warren
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after that, i'll send you raw data of a retexture for this heli i made

teal root
grand warren
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i'm also heading for bed after the upload.
ping me tomorrow

teal root
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Wilco have a good one

grand warren
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🤘

latent magnet
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Any reason for using .tga over .png or is it personal preference?

teal root
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I always get this issue/error when opeing a .paa with TexView2... anything I can do differently to make it work?

nocturne lake
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@latent magnet .tga is pretty impossible to go wrong with. It's pretty much uncompressed .paa in how each channel works. .png you can save as 16-bit per channel which wont work, and the way people do alpha transparency with png isn't always closely matching how to do it best for arma with full understanding of how an alpha channel works

teal root
full quarry
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@teal root what game are you trying to mod??

fading pagoda
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hi, do you know how not to have this shadow problem on objects

full quarry
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Could be wrong soft/hard edges in that area.

teal root
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and that looks like the only programme that will do that, but administrator blocks me... despite me being the administrator of this pc lol

full quarry
teal root
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Do not worry I figured it out :D

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Does anyone have some examples of arma 3 retextures - specifically uniforms + vests + helmets etc just so I can get a feel for how the pieces fit together?

full quarry
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Arma 3 Samples may have some templates

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there is no generic "this will look good" method though, depends a lot on the model and the supporting material textures that are used on it

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you will just have to see it in game

teal root
teal root
full quarry
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its not a program, just folder filled with sample files

teal root
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sorry fixed it again lol

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one final question though, when I download PBO Manager, it will not properly install I don't think?

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it downloads like this?

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dang I can't send images

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but as an explorer thing

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Do you know what might be happening @full quarry?

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-- ignore that as well xd

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although when I EliteNess it, it comes up with error Rapify Error?

full quarry
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pbo manager is not proper tool for addon making

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and pboProject is the packing tool in Mikeros toolset

teal root
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it says:

MakePbo

Rapify Error

full quarry
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possinly all of the tools required did not install right

teal root
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Okay, I will go through and check

spark shore
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how can I export a CA texture?
tried with the opacity layer but on export there is no transparency

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technically what I'm making is a MC texture but I assumed the process is the same

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read the biki but I don't really understand much about it

full quarry
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Export from where?

spark shore
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substance painter
I made an RGB+A export
it should work with MC textures right?

full quarry
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sounds like it yeah

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what fileformat do you export to?

spark shore
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png

full quarry
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then possibly you just have some setting problem if the alpha does not export

spark shore
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oh no I did export it successfully
but it looks weird
my problem must be on the rvmat then
does the MC have to be on any particular stage?
the modkab tutorial placed it at stage 10

nocturne lake
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Depends on what shader you're using

spark shore
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multi

full quarry
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each stage has its own purpose

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so yes

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cant just lob in stuff and expect it to work

nocturne lake
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It's stage 9 in the house .rvmat I am looking at

full quarry
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indeed

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10 is for AS/ADS/ADSHQ

spark shore
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oh

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I truly pulled an enormous brain moment here

teal root
full quarry
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the stuff you might want to open with it would be on P drive

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but why are you even using it?

teal root
full quarry
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like I said earlier, PBOProject is the tool for that

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also is that folder in P:\

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as all your mod files you intend to pack, should be on P:\

teal root
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ah okay

full quarry
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as P:\ represents the root of the games file system

teal root
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What does it want me to do here?

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ah one sec for ss

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oh

full quarry
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it has a manual too

teal root
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sorry that is the programme

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lol

full quarry
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yes

teal root
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where do I want it to output to?

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in the p drive?

full quarry
#

anywhere. I like it to go directly to my mods folder inside Arma 3 install folder

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so I dont have to move the pbo around

teal root
full quarry
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this is P drive

teal root
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yes

full quarry
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not Arma 3 Install folder

teal root
#

oh

full quarry
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for example. Though you will want to create a @YourmodName folder in there

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and use that

teal root
#

it has just made an empty folder called Addons in it..

#

Ah I didnt see the error my bad

full quarry
#

patience.

#

And read everything carefully

teal root
obsidian nimbus
#

Does anyone have a solution for quickly rotating normal maps and correcting their color/orientation? I'd prefer to be able to do it in photoshop somehow.

It's easy enough to do for 90 degree rotations since you just need to invert or swap the appropriate channels, and I have photoshop actions to do exactly that.

full quarry
#

usually only green channel inversion is requried if normalmap is creted with Y+ instead of Y-

obsidian nimbus
#

I'm trying to rotate existing and functional normal maps, not correct the orientation issues you get with an improperly oriented green channel

#

For example, how could I rotate a normal map texture ~13 degrees accurately? My point about rotating 90 degree increments is that the process is simple, but any specific values in between is more complicated

#

To be clear, I'm talking about rotating the actual texture in Photoshop

obsidian nimbus
#

www.crazybump.com/NormalsTransformer.zip I found this which seems to work. It's a bit basic and isn't ideal for a good workflow but it does work

full quarry
#

Im not following, what process requries you do to do something so tedious?

obsidian nimbus
#

Rotating a normal map texture and preserving proper color orientation

#

Is there a much easier way to do this that I am unaware of?

#

Unless you're asking what specifically I need to rotate normal maps for

full quarry
#

yes this sounds like odd process

obsidian nimbus
#

Basically, I am making a surface texture that is a pile of leaves overlayed on top of an existing surface texture for a forest floor type environment.

To do this, I'm using this: https://www.textures.com/download/3DAtlas0161/133409 set of textures as leaves. I am breaking them up into separate Photoshop documents with all of their different texture maps aligned, so I can rotate or transform the leaves in another document and then hide or unhide the different layers to get properly aligned versions of all of the texture maps.

Obviously this wouldn't work for normal maps so I was looking for a way to do that part more easily.

full quarry
#

Is it out of the question to do it in 3D?

obsidian nimbus
#

I'm aware that I could find complete textures like this but I want to figure out this process because there are many other ways I could use it in the future

#

I don't know how I could do that without making 3D models to match the texture

full quarry
#

simple plane objects with the texture applied on them

#

those overlaid in whatever way you like and then baked out

obsidian nimbus
#

How would the normals be generated without mesh detail?

full quarry
#

from the normalmap you have

#

and with object orientation

obsidian nimbus
#

This can be done in Blender?

full quarry
#

yes

obsidian nimbus
#

That might be a better way to do it in this case. Blender has always been weird to work with when doing anything with normal maps in my experience

full quarry
#

or another way would be converting the normalmap to heightmap

#

and using that to create normals on surfaces

#

and getting the normalmap in that way

obsidian nimbus
#

There is no way to guarantee accuracy with that

#

I already have height data for the texture, but the normal map has detail that isn't on the height

full quarry
#

you will already face some loss in texture resolution you know

#

assuming this is for Arma

#

dont over think it.

obsidian nimbus
#

That's why I'm working with high res that I will downscale after the fact

#

Ideally I can make a higher res source any way in case I ever need it

#

Could you perhaps elaborate on how it can be done in blender?

#

Seems it can only be done on 2.8+

full quarry
#

Im fairly certain 2.79 can do it too

obsidian nimbus
#

It would probably be a different process than the tutorials I have found are using. The nodes required don't exist in 2.79 as far as I can tell. Eventually I'll have time to try and learn 2.8 but not now. I think it would be faster to just do it in Photoshop for now

full quarry
#

what nodes are not in 2.79?

obsidian nimbus
#

The very first one needed: "Texture Coordinate"

full quarry
#

thats in 2.79

obsidian nimbus
#

Can't seem to find it

full quarry
#

use the search

obsidian nimbus
#

The search produces no results

full quarry
obsidian nimbus
full quarry
#

do you have nodes enabled?

obsidian nimbus
#

I believe so

full quarry
obsidian nimbus
#

Yep. You can see it in my screenshot actually lol

full quarry
#

I think you have some other mode active

#

than material node mode

obsidian nimbus
#

Ah, that indeed seems to be the case. I forget how unintuitive the blender UI can be

full quarry
#

User error 😛

obsidian nimbus
#

I have only ever used nodes like once a year ago and I believe I had the same problem

#

thanks for the help lol

full quarry
#

I dont understand how you managed that. It should be in that mode by default

obsidian nimbus
#

I just opened the node editor as is

#

maybe it's because I was initially still in blender render mode

full quarry
#

possibly

#

what tutorial did you find for it?

obsidian nimbus
#

This is the first one.

full quarry
#

thats perhasp a bit different thing than what you are after

obsidian nimbus
#

It's the only info I could find so far

full quarry
#

I think you are lookinf for wrong thing. What I meant was to use the normalmap you have to apply it on a leaf mesh then duplicate that and assemble a pile of leaves and then bake that out as a unified texture

#

while the concept is to rotate the normals, when you use objects, you dont have to do it manually for each of them

obsidian nimbus
#

I think you are lookinf for wrong thing. What I meant was to use the normalmap you have to apply it on a leaf mesh then duplicate that and assemble a pile of leaves and then bake that out as a unified texture while the concept is to rotate the normals, when you use objects, you dont have to do it manually for each of them

The mesh being a flat polyplane? I still need to figure out how you can actually bake the normal map from textures in blender

#

The goal is to use only texture data here

full quarry
#

Yes exactly

obsidian nimbus
#

So like how do you do that

full quarry
#

you feed the normalmap through normalmap node to shader and bake

obsidian nimbus
#

Image Texture Node -> Normalmap Node -> Diffuse BSDF?

How does it know what to bake?

#

It just tries to bake the model detail

#

No obvious way to get it to use the textures instead

obsidian nimbus
#

I'll figure this out tomorrow

muted citrus
#

how do i make a mirror texture for my vehicle's sidemirrors? or do i need to use pip?

full quarry
#

If you want it to show reflection you need to use pip

obsidian nimbus
#

Ok, well, I'm back. Could I kindly ask you to elaborate on the process in blender @full quarry I'm still struggling to figure this out

full quarry
#

If I find some spare time I can see how it was done.

warm skiff
#

hi, what is the best size for an reticle texture ?

#

and i have some troubles with texview because he replace black pixels by red pixels of my reticle...

#

the size of the reticle is 2048x2048 but he is very tiny

full quarry
#

what reticle?

#

when in doubt, compare to vanilla files

warm skiff
#

they use 2048 and 1024

#

reticle for marksman weapon

full quarry
#

ok so how are you applying your texture?

#

is it on a model?

warm skiff
#

yes it's not a 3D scope

full quarry
#

so its not on a model?

warm skiff
#

i have the p3d for the 3d model of the scope and another p3d for reticle

full quarry
#

and where is the reticle too small?

#

perhaps just take some pictures, that would help

warm skiff
#

the smallest is normal

full quarry
#

I do not understand

warm skiff
#

in real life it's a small reticle because it's a small zoom. So in game the size is ok but when i convert my png to paa, texview change some black pixels to red pixels and i don't understand why. Is it too small for him ?

#

i think he doesn't like line of 1 pixel width

full quarry
#

are you using correct texture name _Suffix in the filename?

warm skiff
#

yes _ca

full quarry
#

do you have soft transparency?

warm skiff
#

yes it's transparency

full quarry
#

yes but is it soft?

warm skiff
#

no

full quarry
#

could be problem with your rvmat too

#

or could be you have wrong color pixels under the transparency which bleeds to the red pixel

#

pls take pictures

warm skiff
full quarry
#

is this in game?

warm skiff
#

no

#

it's the result of the conversion

full quarry
#

do you use png or tga?

warm skiff
#

png

full quarry
#

are you sure the resolution is correct?

#

also try tga

warm skiff
#

i have try 2048 x 2048 now it's 1024x1024 and i have the same issue i try with tga

#

when i use tga i have a white background...

full quarry
#

where do you make the texture in?

warm skiff
#

photoshop

full quarry
#

perhaps you have something messed up there if tga does not carry transparency

warm skiff
#

i try

#

it's good with tga

#

thanks 😉

ember wasp
#

One message removed from a suspended account.

nocturne lake
#

In an .ebo file that you can't open.

ember wasp
#

One message removed from a suspended account.

vernal sage
#

You can dump the textures into the editor using the GUI Editor though.

#

Just copy the texture path from the Config Browser and work your way from there.

severe rune
#

Texture templates for AoW are WIP

gleaming otter
#

I'm trying to find where mesic.01-12.paa are applied to moon.p3d. Does anyone have experience modifying those or creating their own textures which are animated through 12 phases of .paa like this?

full quarry
#

possibly in the moon p3d itself

gleaming otter
#

oh

severe rune
#

Moon is engine hardcoded object type.
Engine might set hardcoded textures for moon phased. Or do it with specially named sections, or switch LODs..

#

Probably unlikely that you can mess with it much

gleaming otter
#

right, I was just wondering the theory in order to create my own

#

placing celestial objects in the sky for example

full quarry
#

terrain config can reference to alterante moon.p3d

#

but you cant create more of them

#

terrain has just 1 moon

gleaming otter
#

yes, if not to modify it, then to create another one

#

say have earth in space from the moon

full quarry
#

sure that should be possible

#

there is nothing documented about the process though

gleaming otter
#

right on

full quarry
#

so you would have to just figure it out

gleaming otter
#

easy enough >_>

hasty monolith
#

hi everyone, can someone help me with preset for substance painter and export Dayz textures like .smdi and other &

full quarry
#

You should probably ask on the DayZ modding discord @hasty monolith

hasty monolith
#

@full quarry thx, but i cant find

orchid oak
#

If i put a texture on the uv editor on OB I can't see the uv mapping of my object anymore, what's the proper way of putting a texture in the background so I can check how it's tiling?

frozen blade
#

proper thing would be not to do it in OB if you ask me

orchid oak
frozen blade
#

not a blender user, and generally speaking this channel is for arma specifics, not for 3rd party tools and/or software

autumn python
#

Looking for someone that can help with 2d texturing? More than happy to donate if need be.

full quarry
#

(its not donation if you get something out of it)

full quarry
autumn python
full quarry
#

no its payment when you pay for someone to do something...

static goblet
#

Hey there! Im making a plastic bottle for the game and the texture from what ive heard needs to contain an alpha map to make it slightly transparent. can someone give me a hand setting this up? Thank you!

#

Ive got my texture and alpha panels open in texview2

full quarry
#

you make the image file transparent first

#

wherever you edit it

#

texview itself has nothing to do with that

static goblet
#

Alright, so in photoshop, just turn down the opacity on everything that needs to be transparent?

#

and then its the _CA suffix i believe

nocturne lake
#

Correct way to do it is to make an alpha mask

static goblet
teal root
#

What should I use in amra 3 tools when converting a file back to .pbo

full quarry
#

what file?

neat cape
neat cape
#

i dont see what the problem is exactly.. i was thinking its to dark and Recalculate Normals fix it ^^

static goblet
#

It just has these little triangles all over the model from where my verticies were

#

but i suppose it IS just a plastic bottle, doesnt need to be too high quality 😄

neat cape
#

mainly 10K poly for just a plastic bottle is a lot honestly 😛

static goblet
#

Well it WAS a lot lower, but i forgot to do Crtl T in blender so it wouldnt let me export it

#

Ill probably revisit it at some point 😄

neat cape
#

probably try to sort alpha in OB, maybe it will fix it

#

Faces / Sort Alpha

orchid oak
static goblet
orchid oak
static goblet
#

ahh okay

orchid oak
static goblet
#

Alright, ill try that, thanks 🙂

muted citrus
#

does procedural texture accept 2 digit decimal? eg. color(0.08,0.1,0.15)

full quarry
#

yes

muted citrus
#

nice tq

muted citrus
#

can noise be added using procedural texture?

lapis creek
#

how can i do texture

muted citrus
#

yeah, but this does not have color right?

lethal condor
#

Not sure where your goal is

muted citrus
#

so im trying to make a fabric texture for my chair's cushion using procedural texture.

currently im using this #(argb,8,8,3)color(0.21,0.29,0.21,1,co) with the related rvmat. so how do i give some roughness to it because it looks very flat

#

or maybe some noise

lethal condor
#

Using rvmat, maybe yes. You can use this perlin noise as a mask, maaaaybe?

muted citrus
#

create another mat on the same selection for noise?

lethal condor
#

I mean, an rvmat can put a mask texture (which is a part of the mat) over a texture (which is a part of the tex)

muted citrus
#

so i need to add another stage?

#

im using super shader right now

lethal condor
#

Another stage I think. Not really cool with rvmat myself

muted citrus
#

i'll try it see if it works

muted citrus
lethal condor
#

Change uvSource to tex or something mayhaps?

muted citrus
#

well same, can't not see any difference

full quarry
#

@muted citrus you can't just add stages

#

Each shader has predefined number of them with different inputs.

#

You are trying to. Get too fancy here. Just use textures.

muted citrus
#

okay :/

muted citrus
#

does the rough from surfaceInfo in Rvmat affects texture or just penetrability?

#

the one in .bisurf

nocturne lake
#

It was something to do with driving vehicles on road .bisurf materials. Nothing to do with .bisurf use in fireGeometry, and I don't think it's even used in Arma 3

muted citrus
#

ah i see

real gazelle
#

Could anyone suggest a good guide for retexturing a piece of equipment that does not rely on pre-made templates? Edit: To be specific, I want to learn how to remove the camouflage from the Bergen backpack which AFAIK there is no pre-made template for.

dense peak
#

anyone know a good super reflective material I could use for things like reflective hi vis vests or road signs?

#

something almost white when you shine a light on it

full quarry
#

there are no reflective materials

modest turtle
#

Where do I find the textures that are on an inventory item. I'm looking to take the image file of for example, an ACE elastic bandage, and put it onto another image in a photo editing software

dense peak
#

f

#

I'll try making an rvmat with a strong specular

dense peak
#

I used an weak emission for a faint reflection at night

#

if only I could make the emission stronger when a light is shined directly at it

#

I gave a weaker emission to lower LODs to fake the reflection falling off over distance

#

anyone know how to make a flashing light? more specifically just the emission shader, I don't need lighting effects

full quarry
#

you make a rvmat, you crank up the emissive values and you apply that to the mesh you want

dense peak
#

I'm trying to make it strobe

#

ie flashing

full quarry
#

with just material you cant

#

you could swap surfaces with animation

#

or use the reflector light stuff

dense peak
#

I'll try animating a mesh

#

I only know the basics of door animations, can you make a mesh appear and disappear repeatedly?

full quarry
#

you can make mirroring or looping hide animation and tie it to time animation source

#

wiki page for model.cfg has more details

full quarry
#

the page called "how to animate a model"

orchid oak
#

so in theory you could

full quarry
#

in practice too

orchid oak
dense peak
#

will try that when I get off work tomorrow

#

trying to squeeze arma modding into 60 hour work weeks

full quarry
#

that looks decent 👍

errant palm
#

"The correct channel settings seem to be:
+x -Y +Z"
Can anyone confirm this? Because looking at the normal, seems like black is up and white is down.

dense peak
#

yes invert the y

#

you can go in Photoshop, open channels, select green and invert colors

spark shore
#

hi people
been trying my hand at the water simple shader
and I've noticed that the reflection on the water shakes a LOT
any way to prevent this?

tropic crater
#

whats the best way to separate texture files into the different areas? I have a hard time visualizing a 3d object on a 2d plane

grand warren
#

@tropic crater
what you could do is, create a texture 1024x1024px and give it a raster. 20x20 should do. give every grid a separate color and unique number

#

the put the raster texture on the model and you get an idea what rough section lays on that part of the model

#

like so

tropic crater
#

hmmm okay i dig it

grand warren
#

once you have done that, create layers for every object of interest.

#

like lights, wheels, bumper, and so on

spark shore
#

there are premade checkboards textures online

grand warren
#

that ofc is way better than creating your own 😄

#

(i honestly didn't know, thx)

tropic crater
#

i wonder if there are templates that people have already made. google shows some older stuff but all the files have been taken down

spark shore
#

if you google texture checkboard you should find several ones

tropic crater
sweet summit
#

good evening i have a problem with my object bulder i texture my 3d model and when i go to buldozer no more textures want to be displayed would you know where it could come please?

sweet summit
#

if I put a color it appears but if I put a texture it does not appear

full quarry
#

your pathing is not correct

#

or perhaps your P drive is not set up right

sweet summit
#

the problem is that before it worked and suddenly nothing more then maybe I pressed a key that should not be

#

I tried to uninstall arma 3 tools and reinstall it but the object bulder parameters have not changed

errant palm
#

is there a method or way of generating mlod textures? it seems inefficient to hand paint them

#

or are screenshots just taken of the front, side and top view and done that way?

full quarry
#

if you create a multimaterial representation material and apply that to your model you can easily render out or bake textures for the last lod

errant palm
#

well the building is already set up and there is about 20+ buildings, they have been retextured and all that remains is the distant mlods. Old buildings btw so some are multimat, some are not.

spark shore
#

I have a question, I'm making buildings, do I have any reason to not use just tiled textures instead of multimaterials?
from my understanding multimaterials are used when you want 2 maps to organically merge
but I've seen it being used on solid buildings.

full quarry
#

multimaterials are far more performance friendly

#

@errant palm old buildings do not matter at all since you are not using those textures.

What I meant was that you create a multimaterial representation in whatever program you model in and then have your lod0 as a "High poly" object to bake textures on your Mlod model

#

that is pretty much the simplest way to do them

empty inlet
#

I was looking into the Rhino MGS UP variant and managed to change the textures on everything but the ERA Reactive Plates. Does anyone happen to know whether this is a hiddenSelection or happens to be an textureable image?

full quarry
#

only hiddenselections can be retextured

pale bough
#

the ERA blocks do have hiddenselections

empty inlet
#

Would anyone be able to point me to them please? I found everything but the ERA's

pale bough
#

the ERA blocks are EXT3

empty inlet
#

Oh well I have that and they are not showing up. They are blanked out completely.

#

I de-saturated the original image to get a soft grey/black look and have the texture itself, but it's not applying

pale bough
#

can you post the relevant bit of your config?

empty inlet
#
hiddenSelectionsTextures[] = {"LM_OPCAN3.0\BLU\UNSC\VEH\MGS_MC_B.paa","LM_OPCAN3.0\BLU\UNSC\VEH\MGS_MC_G.paa","a3\Armor_F_Tank\AFV_Wheeled_01\data\afv_wheeled_01_wheel_green_CO.paa","first_meu_aux\data\vehicles\afv_wheeled_01_Timberwolf_EXT3_CO.paa","first_meu_aux\data\vehicles\afv_commander_tow_Timberwolf_CO.paa","a3\Armor_F\Data\camonet_NATO_Green_CO.paa","first_meu_aux\data\vehicles\afv_wheeled_01_Timberwolf_EXT3_CO.paa"}; textureList[] = {"Marines",1};
class TextureSources
        {
            class Marines
            {
                displayName = "UNSCMC";
                textures[] = {"LM_OPCAN3.0\BLU\UNSC\VEH\MGS_MC_B.paa","LM_OPCAN3.0\BLU\UNSC\VEH\MGS_MC_G.paa","a3\Armor_F_Tank\AFV_Wheeled_01\data\afv_wheeled_01_wheel_green_CO.paa","first_meu_aux\data\vehicles\afv_wheeled_01_Timberwolf_EXT3_CO.paa","first_meu_aux\data\vehicles\afv_commander_tow_Timberwolf_CO.paa","a3\Armor_F\Data\camonet_NATO_Green_CO.paa","first_meu_aux\data\vehicles\afv_wheeled_01_Timberwolf_EXT3_CO.paa"};
                factions[] = {"LM_OPCAN_UNSC_MC"};
            };
        };
    };```
pale bough
#

I think your hiddenSelections array might be bad

#

you don't even need it actually depending on what you inherit from

empty inlet
#

Inheriting from B_AFV_Wheeled_01_up_cannon_F

#

Should I just remove it and try it that way?

pale bough
#

I reckon that ought to fix it

empty inlet
#

I'll try it out now

grand warren
empty inlet
#

Unfortunately it didn't work.

#

@pale bough

pale bough
#

hmm

#

are you sure the filepaths are correct?

empty inlet
#

Yeah they are.

#

Don't worry. Thank you for helping me, I'll continue to mess with it all.

spark shore
full quarry
#

less drawcalls

#

it packs 4 texture sets into 1 material

#

instead of 4 texture sets spread on 4 materials

spark shore
#

oh I understand
thanks

wicked snow
#

Hi, maybe a common question but i didn't find solutions about it.
I try to convert PNG to PAA by ImagetoPAA, size : 1024x512, but the convert failed each time. Any ideas ?

#

But it convert my png to tga before, it works, but i didn't find solution to save as TGA on Photoshop

full quarry
#

Saving tga should be same as saving png, just choose different file type to save as.

#

If it fails with png you may have used some incompatible aave settings

wicked snow
full quarry
#

16bits is the problem

wicked snow
#

8 bits, i guess ?

full quarry
#

Yep

steel harbor
#

Can you make a texture with a reflective effect like a mirror?

orchid oak
steel harbor
#

Is there any info on how this works?

orchid oak
spring crescent
#

has anyone any tips and tricks on how to improve uniform textures and other textile textures?

wise dagger
#

firstly make your uvmap properly for patterns become regular

#

and you can add some foldings, dirts, sewing trails etc. to make it looks more natural

full quarry
#

@steel harbor picture in picture is documented in the wiki. it is basically a camera that points opposite direciton of the surface you want to be the mirror and that view is then rendered on that surface

#

@spring crescent what does improving mean in this case? what is wrong with them?

spring crescent
dense peak
#

Hey I have a quick question, I am trying to reskin a jet from FIREWILL, I have the process of signing etc down for making the mod do the thing but I dont know how to actually retexture the jets and make them available ingame

full quarry
#

you would make a config patch mod/addon that contains a config file that creates new derivative classes of firewills planes and replaces the hiddenSelection texture paths to use your new textures (also included in the addon)

dense peak
#

alrighty thank you

#

: )

orchid oak
#

Is there a max emissive value?

full quarry
#

not really but too much will mess with the HDRI

orchid oak
#

alrighty, thanks

rigid laurel
#

Is there anyone here that is able to show me the ropes on how to re texture clothing and items, I have been messing around with it using ArmA 3 Tools but get stuck at the end. Any help is appreciated.

dim ingot
#

So I've got a couple of vests that don't render textures in first person, as in when you look down on you characters body they appear completely white. In the arsenal and to everyone else they look fine however. Can anybody point me in the right direction as to what can be causing this?

full quarry
#

No textures applied to the view lod perhaps

dim ingot
#

Oof

#

Thx

dusty cairn
#

how do I convert a png with gradient fill to dxt5 paa? it converted to paa but is dxt1, is that a problem?

full quarry
#

Should not be. Conversion depends on name _suffix

#

All textures should be named correctly before converting to paa

dusty cairn
#

I'm not sure what that means, named correctly how?

ocean comet
#

Hello! I create some texture assets for model in Substance Painter. In OB I don't see some affect smdi texture (I mean good contrast between metal and dirt). (from SP R - Opacity G - Specular B - Glossiness). I need manually correct levels in each channels for get some result. Maybe I failing on export from SP or somewhere else?

silver gull
#

contrast is a big problem, because rv has no PBR (officially at least) and you may need to manually adjust the contrast in your smdi to get the most out of it + adjusting rvmat values

fleet fjord
#

Anyone know if it's possible to get the textures for the parade uniform (from Art of War) and the Modular Carrier Vest (from Contact)?

#

They're in EBO files and I'm not sure if its possible

full quarry
#

you can create a script to draw the texture on screen in game

#

and screenshot that

#

only other way is to ask from BI directly if you could have the texture file

nimble dew
#

I think there's a template for the parade uniform on BI forums. Community Texture Templates thread

fleet fjord
#

I tried

with uiNamespace do  
{  

tex = findDisplay 46 ctrlCreate ["RscPicture", -1];
tex ctrlSetPosition[0,0,1024,1024];
tex ctrlSetText getText(configFile >> "CfgWeapons" >> "V_CarrierRigKBT_01_Olive_F" >> "hiddenSelectionsTextures");
tex ctrlCommit 0;

};
#

got it nvm

full quarry
#

👍

severe rune
fleet fjord
#

I'm not too concerned about the actual templates themselves since I know how to template using the normal/lighting maps/etc (and a bit of trial and error) but the images themselves are locked

#

Either way I got the stuff now

latent magnet
#

Is it possible to create a normal map (nohq) without access to a 3d model or source files?

versed nacelle
#

All you need is paint (or better) to make any texture, although source files will help a lot

final briar
#

https://imgur.com/a/4ehi6tC So when I export from Substance Painter I am getting weird unpainted edges in game but in Substance it looks fine. Could it be export settings or the wrong uv projection?

full quarry
#

could be bad uvmapping

#

but also bad export settings

#

or just problem with life cars

final briar
#

What export settings should I use for Arma Export?

orchid oak
#

diffuse texture should get exported correctly with all export presets afaik

final briar
#

Is there anyway to fix this in Substance?

orchid oak
final briar
#

If that doesn't fix it any other ideas?

orchid oak
#

Let me see your layer stack

dense peak
#

does arma support 1x2 textures? ie; 512x256

grand warren
#

yes

final briar
#

@orchid oak Triplaner just fucks the UV

kindred tinsel
#

I want to use some of the textures on https://www.cc0textures.com but I'm confused by the naming and what becomes what in arma3. All the textures on there are set up with color, displacement, normal and roughness. I am guessing color = _co and normal = _nohq (do I need to invert the green channel?) but what about the other two?

full quarry
#

Pbr materials do not translate to Armas specular/Gloss materials 1:1 so normalmap is the only one they share

kindred tinsel
#

Is there a guide somewhere on how to convert the info to an arma friendly set of files? Or is it so different it's bibble?

#

( I did try googling.. honest )

full quarry
#

Don know. Probably not if it did not come up. The forums would be the best bet. There are lot of articles about the differences of pbr metal/rough and spec/Gloss materials.

#

It is quite a bit different though

kindred tinsel
#

Thanks for the missing word I didn't know to search for -PBR. Am complete n00b at textures, as with everything else. goat_sacrifice++;

full quarry
#

No @kindred tinsel

#

That is just tech demo. It does not work fully

kindred tinsel
#

Ahh, bumfiddles. Thanks for saving me from half a day figuring out why it didn't work lol

orchid oak
#

“Green - white it is the more spec you have
Blue - Bizarrely for me... the blacker it is the more gloss it has. Its counter intuitive but its works for me.
Also make sure the RED channel is 100% white and dont use an alpha - it confuses the engine i think. Ive had odd effects”

#

What I’d do to export a tileable texture with non-arma maps is open the sample tileable material project in substance painter, input all the maps in a fill layer and export it with this preset https://jdtools.dev/Resources/index.html

orchid oak
#

How hard is it to create an enviroment texture?

#

To have semi-accurate reflections

dense peak
#

I have a question how do I a change a patch on a sleeve or change a texture on a helmet like a hgu rhs helmet anyone have a video or something or a quick explanation I want to make some Pedro and pj stuff so?

full quarry
#

it is not really a quick process

#

so you got decide if the memes are worth the time to figure it out

dense peak
#

Probably are

#

It’s really simple patches I want to put on vest and helmet

full quarry
#

That does not make the process any simpler

#

There are retexturing topics on BI forums

dense peak
#

I'm trying to retexture an object without having to make a new p3d for each object, I'm looking into hiddenSelectionsTextures but I can't really understand what the wiki is saying

orchid oak
#

objects can use hidden selections but afaik it's kinda buggy

#

I think

#

I've never done something like that but it should in theory be doable

dense peak
#

so is that something I would put in the config?

#

this is what I got so far

class semi_trailer : Static
{
scope = 2;
model = "CND\ProjectAmerica\industrial\semitrailer.p3d";
displayName = "Semi Trailer White";
picture="pictureStaticObject";
icon = "iconObject_1x2";
mapSize = 2;
faction = "Empty";
vehicleClass = "Small_items";
editorPreview="";
editorcategory="sturctures_usa";
editorSubcategory="Industrial";
hiddenSelections[] = {"Camo1","Camo2","Camo3","Camo4","Camo5","Camo6","Camo7"};
hiddenselectionstextures[] = {"CND\ProjectAmerica\industrial\semitrailerbeige.paa","CND\ProjectAmerica\industrial\semitrailerblue.paa""CND\ProjectAmerica\industrial\semitrailerdarkgreen.paa","CND\ProjectAmerica\industrial\semitrailerjazzy.paa","CND\ProjectAmerica\industrial\semitrailerlightblue.paa","CND\ProjectAmerica\industrial\semitrailerorange.paa","CND\ProjectAmerica\industrial\semitrailerred.paa",};
};

#

all I could understand was you have a base class that is the original object, then a series of objects that inherit from it

orchid oak
#
hiddenSelectionsTextures[]={"\Myke_Objects\objects\bottles\champagne\myke_champagne_CO.paa"};``` Hidden selections is the named selection of the part you want to retexture and hiddenselectionstextures is the path of the new texture
dense peak
#

so where do I define camo1?

orchid oak
#

Named selection on object builder/vertex group on blender

dense peak
#

like the components in the p3d?

orchid oak
#

yeah

dense peak
#

my object has 72 components, do I rename those?

orchid oak
#

wait you're talking about the resolution lod right?

dense peak
#

the components in the res lod

orchid oak
#

I wouldn't use find components on the resolution lod, it makes your p3d much fatter

#

but about what you're asking, if for example all the wheels were the same texture and you wanted to retexture that you'd simply select all the wheels and make a named selection called "camo" or whatever you want to call it but most people use "camo" from what i've seen

#

then you reference it on the config and inherit the base class and put hiddenSelections[]={"camo"}; hiddenSelectionsTextures[]={"Myke_Objects\trailers\data\wheels2_CO.paa"};

dense peak
#

so if I select everything and hit E I see create selection

orchid oak
#

is all of the trailer one texture?

dense peak
#

yeah

orchid oak
#

damn props to you for optimizing

orchid oak
#

so select all of it

#

and create and right click on the right and click on new

#

and name it camo or whatever you want to call it

dense peak
#

I clicked new selection but I don't see a box to put a name in

orchid oak
dense peak
#

got it

#

so I named it trailer

#

you good if we hop in vc so I can screen share?

orchid oak
#

Kinda busy rn I'll help you here tho

dense peak
#

kk

#

so next step would be the config right?

orchid oak
#

yep

dense peak
#

excuse my wall of text...

#
    class semi_trailer : Static
    {
        scope = 2;
        model = "CND\ProjectAmerica\industrial\semitrailer.p3d";
        displayName = "Semi Trailer White";
        picture="pictureStaticObject";
        icon = "iconObject_1x2";
        mapSize = 2;
        faction = "Empty";
        vehicleClass = "Small_items";
        editorPreview="";
        editorcategory="sturctures_usa";
        editorSubcategory="Industrial";
        hiddenSelections[] = {"Camo1","Camo2","Camo3","Camo4","Camo5","Camo6","Camo7"};
        hiddenselectionstextures[] = {"CND\ProjectAmerica\industrial\semitrailerbeige.paa","CND\ProjectAmerica\industrial\semitrailerblue.paa""CND\ProjectAmerica\industrial\semitrailerdarkgreen.paa","CND\ProjectAmerica\industrial\semitrailerjazzy.paa","CND\ProjectAmerica\industrial\semitrailerlightblue.paa","CND\ProjectAmerica\industrial\semitrailerorange.paa","CND\ProjectAmerica\industrial\semitrailerred.paa",};
        
    };


    class semi_trailer_beige : semi_trailer
    {
        scope = 2;
        model = "CND\ProjectAmerica\industrial\semitrailer.p3d";
        displayName = "Semi Trailer Beige";
        picture="pictureStaticObject";
        icon = "iconObject_1x2";
        mapSize = 2;
        faction = "Empty";
        vehicleClass = "Small_items";
        editorPreview="";
        editorcategory="sturctures_usa";
        editorSubcategory="Industrial";
        hiddenSelections[] = {"Camo1"};
        hiddenselectionstextures[] = {"CND\ProjectAmerica\industrial\semitrailerbeige.paa"};
        
    };
#

top is the first class with the plain texture

#

bottom is supposed to be the retexture

orchid oak
#

anything that's the same I wouldn't put there, it's just making your config larger

#

so stuff like picture, icon, map size etc etc etc just delete that since it'll be inherited

dense peak
#

kk so like

    class semi_trailer_beige : semi_trailer
    {
        displayName = "Semi Trailer Beige";
        picture="pictureStaticObject";  // I'll change this later
        hiddenSelections[] = {"Camo1"};
        hiddenselectionstextures[] = {"CND\ProjectAmerica\industrial\semitrailerbeige.paa"};

    };
orchid oak
#

yeah basically

#

and you'll also need a model.cfg defining the hiddenselections

dense peak
#

I'm assuming it will inherit everything else form semi_trailer

orchid oak
#

but i dont really remember how to do that since i dont usually use hidden selections lol

dense peak
#

so I've always been confused about that, should I keep every object in it's own folder to use a model.cfg?

orchid oak
#

I think so, since model.cfg gets merged with the p3d with binarization

dense peak
#

so this is my current set up

#

I guess I'll make a folder for the trailer, stick the p3d and textures in there and make a model.cfg

orchid oak
#

I highly suggest dividing it more so it's cleaner and easier for you to understand

#

my stuff goes Myke_Client which divides into buildings, config.cpp and my logo, then in buildings each building has it's own folder and inside that it's each p3d with it's model.cfg with a data folder that has 2 folders, tex and rvmat

#

It'll help you a lot in the long run to keep stuff organized and streamlined

dense peak
#

the way I currently got it is

P:\CND\Projectamerica
within this main folder is the config with everything in it

subfolders

bigcity
business
industrial
military
misc
recreational
residential
ruins
signs
utility

anything in those subfolders is just a bunch of random files

#

so you can have multiple configs in one mod?

orchid oak
#

Eh i mean yeah but I've never done it

#

I've seen mods that have it though

dense peak
#

huh

#

so I made a model.cfg, this is what it looks like

class CfgModels
{
class semi_trailer
{
sectionsInherit = ""; // (let's assume there is no inheritance in this example)

    sections[] =
    {
        // names must match named selection sets in the P3D model file
        // you should use the same selection set names across all the visual LOD's in the P3D
        "trailer"
    };
};

};

#

model.cfg is in the same folder as the p3d and textures

full quarry
#

oof

#

haaalt

dense peak
#

huh?

full quarry
#

suffixes are missing

dense peak
#

windows keeps hiding them

full quarry
#

no thats extension

dense peak
#

oh

full quarry
#

suffix is what you got the _nohq

#

also

dense peak
#

so _CO for all of them?

full quarry
#

you willa want to turn that extesnison hiding off

#

i got no idea what type of textures they are

#

so

#

no

dense peak
#

they're all just base colors

full quarry
#

then _co

#

but

#

it has to be done before they are turned into .paa

dense peak
#

so I gotta reconvert all of them from the original pngs?

full quarry
#

also

#

your tool setup is broken

#

your files are not linked to correct programs

#

like p3d is not registered for ObjectBuilder

dense peak
#

so the textures have been working perfectly fine, what does the _CO do?

full quarry
#

it defines correct conversion rules

#

why dont you just trust me and do the stuff properly

dense peak
#

okay, I gotta reimport like 40 textures

full quarry
#

in the long run it will be helpful to have everything done right instead of half assed

#

and for nicer, cleaner folder structure you could make a thingy\data folder where you put rvmats and .paas

#

check the unpacked A3 data for reference

#

also model.cfg can contain skeletons and modelcfg classes for many p3ds

#

usually it helps to spread different kinds of p3ds to their own folders though

dense peak
#

I'll get around to fixing the textures next weekend, how does my model.cfg look?

full quarry
#

to keep the files easy to read

full quarry
#

your class does not have same name as the p3d

#

also

#

good practice to use modtag_ prefix in your files

#

except config.cpp and model.cfg naturally

dense peak
#

so in model.cfg the classname has to be the same as the p3d name

full quarry
#

yes

#

as it reads in the model.cfg wiki page 😉

dense peak
#

alright

#

other than that is the model.cfg good?

#

currently

class CfgModels
{
class semitrailer
{
sectionsInherit = ""; // (let's assume there is no inheritance in this example)

    sections[] =
    {
        // names must match named selection sets in the P3D model file
        // you should use the same selection set names across all the visual LOD's in the P3D
        "trailer"
    };
};

};

#

p3d is semitrailer.p3d

full quarry
dense peak
#

and then in config I got

    class semitrailer : Static
    {
        scope = 2;
        model = "CND\ProjectAmerica\industrial\semitrailermain\semitrailer.p3d";
        displayName = "Semi Trailer White";
        picture="pictureStaticObject";
        icon = "iconObject_1x2";
        mapSize = 2;
        faction = "Empty";
        vehicleClass = "Small_items";
        editorPreview="";
        editorcategory="sturctures_usa";
        editorSubcategory="Industrial";
        hiddenSelections[] = {"trailer"};
        hiddenselectionstextures[] = {"CND\ProjectAmerica\industrial\semitrailerbeige.paa","CND\ProjectAmerica\industrial\semitrailerblue.paa""CND\ProjectAmerica\industrial\semitrailerdarkgreen.paa","CND\ProjectAmerica\industrial\semitrailerjazzy.paa","CND\ProjectAmerica\industrial\semitrailerlightblue.paa","CND\ProjectAmerica\industrial\semitrailerorange.paa","CND\ProjectAmerica\industrial\semitrailerred.paa",};
        
    };


    class semi_trailer_beige : semi_trailer
    {
        displayName = "Semi Trailer Beige";
        picture="pictureStaticObject";
        hiddenSelections[] = {"trailer"};
        hiddenselectionstextures[] = {"CND\ProjectAmerica\industrial\semitrailerbeige.paa"};
        
    };
#

kk

full quarry
#

why do you have semitrailer : static in model.cfg

dense peak
#

idk

full quarry
#

there is no such class as static in model.cfg

dense peak
#

so back that out

full quarry
#

pls refer to the wiki and the sample models

#

makes things a lot easier than just pluggin in stuff blindly

dense peak
#

I am but I'm confused at some points

#

mostly with how model cfg works

full quarry
#

what is confusing about it?

#

and what does the wiki page not explain

dense peak
#

so I define the semi trailer class in model.cfg and config.cpp?

full quarry
#

yes

#

model.cfg is the file that defines p3d animations things like the sections

#

and config.cpp is for the actuall classes that the game uses

dense peak
full quarry
#

to be honest, I dont dont really like doing config debuggin

dense peak
#

ah

full quarry
#

if there is an error, those I usually can help with

#

but I dont like going through configs to check that they work

#

thats what you got Mikeros pboProject for

#

your semitrailer and semi_trailer classes dont match though

full quarry
#

👍

full quarry
#

I recall they did not contain textures anyway

#

oh

#

must have been the wind

blissful burrow
#

Hello fellow magicians. I've recently noticed that when I convert my .png images to .paa format, I get a small drop in the texture quality.

It seems that in TexView2, whenever I save to .paa, the setting "ARGB8888" turns to "DXT1" and that drops the quality a little. I have no idea what to do about this and it's frustrating 😄 Anyone here able to help?

Thanks

nocturne lake
#

.paa is a compressed image format. It's always going to lose some quality

blissful burrow
#

Ah I see

lilac yoke
#

Hey, I’ve been considering importing custom textures into arma lately, i have zero experience with textures and modeling, i was wondering if anyone could help me out by linking any tutorials or resources that might be able to help me begin creating custom stuff for arma, Thanks in advance

dense peak
#

play around with Photoshop and get arma 3 tools

#

idk where but I think there's a bunch of uv map templates you can paint over

worthy geyser
#

Anyone know about making a camo net that can go on top of a vehicle? Like the ones the tank dlc’s have, but for a custom textured qillin?

candid plinth
#

is there any way to mass convert textures into paa?

#

I have alot of textures that are in jpeg

full quarry
#

jpeg is not correct source format

#

dont use it

#

tga or png

#

jpg causes massive quality loss

#

@candid plinth

orchid oak
#

you download it and drag and drop the textures, keep in mind it won't convert it if you have spaces in the texture names

#

if you have arma tools installed in a different drive than C you'll have to change the path in the program with notepad btw

full quarry
#

there is the imageToPaa tool in the tools too

orchid oak
#

yep i think that just executes that

full quarry
#

it has a GUI

#

simple to use

#

Id recommend that

#

.bats get complicated for people who dont know how they work

orchid oak
#

true

full quarry
#

and yes it supports jpg. but jpg is very very bad texture format due to the packing artifacts it usually has

#

so simplest to do is to not use it

orchid oak
#

are 4k textures worth it for multimats? or should i just stick with 2k

full quarry
#

the idea of multimat is that the tiling textures dont necessarily need to be ultra high resolution to look good

#

so no 4K is quite useless there

#

for mask it can work on large structures

#

but it only works on Ultra settings and it mipmaps very fast to 2K

#

so there is little to gain there

orchid oak
#

yep i figured, thanks

burnt folio
#

Hi, Can anyone help me find some templates from RHS?

orchid oak
#

is there a way to change the environment map used for reflections on multimaterial?

full quarry
#

they might pick terrain env map

orchid oak
#

🥲

mental radish
#

Are there some recommended practices or ways to get black textures to band less? I've been working on doing a black texture for the AH-64 mod and my attempts so far continue to have a fair amount of banding visible in game.

full quarry
#

absolute black is bad

#

should be dark grey

orchid oak
#

i assume it doesn't

full quarry
#

no the ,paa is compressed format

#

so it has limited amount of colors

#

so if you want less banding the colors have to be close to each other

mental radish
#

Yeah currently the darkest parts are about 40,40,40 rgb values

#

So if the texture has a lot of other colors in the compression could mess it up more?

full quarry
#

do you have lots of other shades in the texture?

#

yes

mental radish
#

Hmm ok so I may need to bring some of the other values in closer. Will shifting to monochromatic possibly help?

full quarry
#

no

mental radish
#

This is what it looks like currently

full quarry
#

did you mean by monochromatic to turn saturation down on all the black areas?

#

as that could help

mental radish
#

Yes

full quarry
#

also you have that shade of grey at the background

#

that you should get rid of

mental radish
#

Just knock it out to black?

#

I was wondering about that since when comparing to the black texture from the H-60 mod they seemed to have done that.

full quarry
#

the bachround?

#

well not black

mental radish
#

Yeah

full quarry
#

but some color you have most on the texture

#

so that it does not eat up one color from the compresion