#arma3_texture
1 messages · Page 46 of 1
@candid trout
sorry, can't help you in detail right now. busy and it needs my full attention
here's my very first retexture of some vanilla vehicles. have a look and compare, maybe it helps
https://drive.google.com/file/d/1uwnoJizzv4jXSribKJk1k3qzjDOxvOs3/view?usp=sharing
just in case...
if i see it reuploaded, ima rip your but open up to your neck
😉
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 🙂
thank u sir
do you pack p3ds for retextures?
yes, see pinned message link to naming suffixes
yes its inside the pbo
is it your p3d
you never put another modders pbo inside YOUR retexture
i am a player on a server
The server offers players to reskin clothing if they create the reskin by their own
so do i have to ask the devs of the server to get original model file to create a new texture ?
no
in your mod, you just point to the ORIGINAL location of the model
modelPath = XYZ
see in the files i've sent you
you don't even have to point to the model path
{
class ORIGINAL;
class YOUR_RETEXTURE: ORIGINAL
{
your_foo;
hiddenSelectionsTextures[] = {"PathToYourFileInYourMod"};
};
};
config.cpp ?
check
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 ?
The like with SWMC; not, the rest should be fine
Correct ?
What is RL_SWMC_UNI? A macro?
na i thought i have to create a classname
Check the wiki about how to make configs
Quick query... Does anyone know if there's a template to be used for the new parade uniforms?
what is foo i thought it means to imagine a name for a texture
foo? That's used as a placeholder name
Check https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide on how to properly make configs based on existing ones
why is it wrong when its only a placeholder ?
I don't think it exists yet
Check the page on the wiki and use that. No need to add stuff in it which you don't need, especially if it will break the config
does anyone know if there are any templates or paas for the new parade uniforms and what not in AOW in circulation at all?
You actually don't need one. Just make a GUI element and show texture, and screencap it
If you ask “how exactly?” ¯_(ツ)_/¯ I'm not good enough to teach you it, that's just the idea
what exactly is a GUI element?
ctrlCreate or such
i ended up getting a half decent texture https://gyazo.com/856db3818cfa68f6fbbf494c93339e69 I just ended up using texture coordinates and eyeballing it
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?
when you retexture stuff
is there a way to see the texture on the model outside of the game?
i want to retexture an rhs helmet and i dont want to get in and out of arma constantly to see tiny mistakes
Good ole' trial and error mate
i guess so then
also is it possible to remove like a pin of a beret by making the color of it transparent in the .paa file?
No and depends on a model but likely no
oh okay thanks
Anyone else had any luck texturing the new uniforms?
Hello everyone! Is here anyone interested in making 3 skins for a helicopter?
@woeful reef
#creators_recruiting
Ok
use the template
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.
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
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?
btw, im looking at pip_screens.rvmat
ahhh nvm, found out what each stages for in super shader page on biki
Does pip screens use rvmats?
well i think so. it's here in vanilla folder \a3\armor_f\Data\PIP_screens.rvmat
Where can I find textures of vehicles
To desing vehicles
Help me!!!
@hearty plank
mostly in the dedicated vehicle PBOs
I can't get it from there, if you have a picture, can you throw what I said please
you can. you need to unpack the game data ofc.
easiest way:
- download and install arma 3 tools
https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools - download and install mikero's free tools
https://mikero.bytex.digital/Downloads - setup your p drive
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive - run arma3p from mikero's tools to unpack game data
Thanks, if there is something I cannot do, I will contact you again.
What is the purpose of the Arma 3 pdrive?
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
P drive acts as the virtual root of the game engines file structure
so when you build mod project folders in it, they will also then transfer into game the same way
Hmm I see. I'll have to look into that. I've been working off of my desktop this whole time lol.
https://cdn.discordapp.com/attachments/609770110793547797/815345731539697665/unknown.png
Every time ive imported objects into arma before, ive used a single texture, this model uses 2 textures, and im unsure of how to get BOTH of them into object builder to save under one file. Is there a way or do i need to play around with my textures
for tiny object like this you would have the metal texture and wood texture parts on same texture square
how many polies is this?
it looks suspiciosly smooth
for many textures/materials you would just set each blender material to use specific Arma material properties and export as p3d
but for this model 2 textures is too much
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
@dull rampart It's illegal. The resolution must be power of 2 thus it have to be 1024x256
@lethal condor well thats just sad xD ok i guess I thought there might be a way to get around well still thx ^^
There's no way around. Just need to make a few spaces
its ok i figured it out i was just being a bit stupid xD.
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
I downloaded and installed it all
https://cdn.discordapp.com/attachments/783324536656363541/815688063258460221/unknown.png
Anyone able to tell me what is going on here? :/
Its invisible in game
possibly alpha transparency in the texture where it should be solid
so the engine things its supposed to be transparent
sorry for the late reply, is there a way to fix that?
this is the texture and alpha
you should not have any alpha in this texture
but also your texture should have at least 8 pixels of padding around it so it can mipmap correctly
Fixed it, the alpha was having trouble as the background was transparent. Thank you for your help! 🙂
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?
hiddenSelectionsMaterials. But depending on what the object is, it might have issues
:0 thank you for the quick response!
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.
prob not the right place to ask, but does anyone know how to invert a channels grey scale in substance painter export preset
anyone know the minimum gap between faces so the textured does not looks like its stacking?
yeah no it does not hide the surface
ah
or at least thats what I remember
so where is the texture comes from when hidden?
I think mirrors have default texture/material they swap to when PIP quality is off
although turret screens just stay black
not sure what the difference there is
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
just to clarify, i hide this in model.cfg animation class if that's was not clear
ah
no it was not
so yes then you need another surface behind it
but that can look bad
so Id suggest you swap them
and when pip is on you hide the other one
is it better if i hide both accordingly?
pip on = hide back , unhide front
pip off = hide front, unhide back
thats what I meant
oh okay
If you hide the bounding memory points of the PiP screen it will go black IIRC
so i wouldn't need a surface behind it?
i'll try that
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
I really want a cyan undercoat to one of the suits for something specific I'm planning
Possible
PSD templates are planned, but not sure if for the suits too
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?
_co or _ca? and while not transparent, does it still have alpha channel?
and what type of rvmat is in use?
It's just an image I converted from png to paa and wanna use in a structured text.
and I have no clue what _co and _ca means and no clue how to find out what type of rvmat is has 😄
ah no rvmat if its in dialog.
_co _ca are texture suffixes that define how the texture is converted, _co for example has only 1 bit alpha channel (if any)
what resolution is is?
195x40, also tried 200x100
_co _ca are texture suffixes that define how the texture is converted
Interesting, didn't know that. Any documentation where to use what?
i think you are looking for something like this?
https://community.bistudio.com/wiki/Texture_Map_Types
@drowsy stream neither of those resolution are supported. they got to be power of 2
only the preview pic jpgs are exception I believe
so 256z128 should work
Thanks
The resolution doesn't matter in UI
I fixed it by removing the alpha channel
Thanks for you help 🙂
desired format for preview is 16:9
and yes, the only exception
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
Sup
hi guys, im totally new to arma modding and Im just looking to create a retexture mod for RHSUSAF and another couple of mods
if anyone could help me get started on that i would be thankful
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.
maybe can you link a few please?
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?
ive been retexturing for some time and i only like replace the textures ive never made my own config or something
maybe we can help eachother
@spice forge the models are not accesible so retexturing is made solely by painting over the old textures
and the original models are not packed into your addon, they are only referenced to by config from their original location
@random bramble replacing textures is the wrong method
I hope you have not distributed that kind of addons
BI forums and the wiki are good places to get started with configs and how they work
as well as the Arma 3 Samples on steam
I just wanted to know if it was legal for me to paint over the texture, I do not need the model. Thank you for the assistance.
yes the textures can be used as base. the question was formed so that I though you meant the models themselves.
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?
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
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?
Im curious. where have you used BMPs in relation to Arma?
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
Doesn't arma use full pbr for shading?
No
Ahah curious because I could've sworn I saw a pbr tutorial lol
Probably missed out a few things :/
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
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
nothing
but if the modded vest does not accept hiddenselection textures, its impossible to retexture it
Is there a way to know whether it will accept it? I'm trying to do the RHS SPC vest
if its original config has hiddenselection textures defined then yes
I can't access the original config as it's a .bin file
you can either extract it with proper tools or use the ingame config viewer (pbomanager is no proper tool)
In the ingame config viewer, I see hiddenSelectionsTextures[] = {};
then I suspect it cant be retextured
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
I've tried using these
does the config have other hiddenselection array?
one that would define the selections
like camo camo2 etc
either you are reading wrong class or the vest cant be retextured
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
there is a advanced config viewer addon with a search tool on the workshop. that youlc be useful in this case.
you could do a search by the vests name
mm sounds like it yeah
Doesn't show me any different information when I go to config viewer
looks the same data
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?
I am pretty new to the whole arma modding scene and have had help setting up something basic. I am wondering how I can make this look less plastic-y and more like actual material? I will put the pastebin of my RVMAT below.
What texture do you have in stage5? It has no proper suffix.
And do you have a picture of what you perhaps would expect it to look?
@full quarry i do not, and i textured it in blender
wait i think i know the BI forum for RVMATs
i cant find it on the BI forum
BI wiki has rvmat page
and texture definitions page
it doesnt say what stage 5 is
that indeed
you would need the supershader page
can be found in the shader list at the end of the rvmat page
yes. but it will do you no good if you are not feeding it correct looking texture
and Blender does not output SMDI by default
so Im suspecting you dont have that texture at the moment
i have gimp
how have you textured your model in Blender?
have you baked the color texture out of it?
i unwrapped the model, placed it on an image, and i left it at that
placed what on an image?
the unwrapped model, where i can click and drag the faces while they appear flat to move it around my normal map
yes Im familiar with unwrapping. Where did your textures come from?
random internet free use texture things. I took a few, mashed them together to make a normal map
and your normalmap looks something like this? https://upload.wikimedia.org/wikipedia/commons/thumb/3/3b/Normal_map_example_-_Map.png/600px-Normal_map_example_-_Map.png
yes that would be a color texture
oh okay
so you will want to find yourself some texturing tutorials that explain different textures types and how they are made
possibly looking into "baking textures from highpoly to lowpoly model" workflow could be useful
alright. I appreciate the help I still have a long way to go xD
sorry if i was a bother, im brand new to this essentially
texture types like color. normalmap, ambientocclusion/shadow, specular
no problem. you just got some steps missing before you can put together RVMAT and a game ready model
alrighty, thanks again ill get on that
Hello guys. I need for CDF vehicle camo but i can't find it. Does anyone have a sample?
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?
what is the problem?
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
@teal root
there are almost no arma specific videos.
🥲
well, substance painter requires a mesh (model)
so, retextures are not possible without the original unbinarized model
So does that mean photoshop is easier or harder?
what is it that you have problems with?
the texturing part, or configs?
have you ever used a graphics software?
Nothing. I have just never done it before and I want to learn the basics, mostly with texturing people/characters.
texture editing is the only way to retexture most of the time
Yes.... luckily I am a professional graphic designer but I don’t do texturing so this is new for me
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
I am assuming there are already written configs I can copy from some places?
not as much ready
Configs sorry*
since you will have to understand how it works to copy right parts
gimme a sec
Ah okay
Sure
in the meantime, download this mods
hafm NH90 by aplion
https://www.dropbox.com/s/4bu4vjbf20wfa8z/%40HAFM_A3_NH90_v1_02.rar?dl=0
CBA_A3
https://steamcommunity.com/workshop/filedetails/?id=450814997
after that, i'll send you raw data of a retexture for this heli i made
Oh awesome thanks mate. I’ll have to do it tomorrow as I just shut my pc down. Feel free to dm me the helo texture
i'm also heading for bed after the upload.
ping me tomorrow
Wilco have a good one
🤘
Any reason for using .tga over .png or is it personal preference?
I always get this issue/error when opeing a .paa with TexView2... anything I can do differently to make it work?
and moving on... I have now realised it is outdated so I need to get BI Tools 2.5 / 2.5.1 but when I press the download link, nothing happens here :: https://community.bistudio.com/wiki/BI_Tools_2.5
@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
I have made it download now.... but I get an error for both version 2.5 and 2.5.1 Error -- Administrator has blocked your use of this app etc. I am the administrator of my PC and on my administrator account so I am not sure what to do from here?
@teal root what game are you trying to mod??
Could be wrong soft/hard edges in that area.
Trying to convert the .paa to a .png so I can edit it.
and that looks like the only programme that will do that, but administrator blocks me... despite me being the administrator of this pc lol
I did not ask what are you trying to do, Im asking what game are you trying to mod. Those tools are for Arma 2
Do not worry I figured it out :D
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?
Arma 3 Samples may have some templates
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
you will just have to see it in game

Just downloaded it and it will not open for me... am I missing something?
its not a program, just folder filled with sample files
sorry fixed it again lol
one final question though, when I download PBO Manager, it will not properly install I don't think?
it downloads like this?
dang I can't send images
but as an explorer thing
Do you know what might be happening @full quarry?
-- ignore that as well xd
although when I EliteNess it, it comes up with error Rapify Error?
pbo manager is not proper tool for addon making
and pboProject is the packing tool in Mikeros toolset
okay/ But do you know what the Rapify error is?
it says:
MakePbo
Rapify Error
possinly all of the tools required did not install right
Okay, I will go through and check
how can I export a CA texture?
tried with the opacity layer but on export there is no transparency
technically what I'm making is a MC texture but I assumed the process is the same
read the biki but I don't really understand much about it
Export from where?
substance painter
I made an RGB+A export
it should work with MC textures right?
png
then possibly you just have some setting problem if the alpha does not export
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
Depends on what shader you're using
multi
each stage has its own purpose
so yes
cant just lob in stuff and expect it to work
It's stage 9 in the house .rvmat I am looking at
So I have downloaded everything I hope but Eliteness will not let me open any files - it limits me to just these folders and I cannot access inside of the folders.... anyone know why? https://paste.pics/e9fdccea2f66c773ed36ba5552a6fe42
the stuff you might want to open with it would be on P drive
but why are you even using it?
I need to convert my texture back to a PBO https://paste.pics/c92dcaf597a28abe90920a9d99799715
like I said earlier, PBOProject is the tool for that
also is that folder in P:\
as all your mod files you intend to pack, should be on P:\
ah okay
as P:\ represents the root of the games file system
it has a manual too
yes
anywhere. I like it to go directly to my mods folder inside Arma 3 install folder
so I dont have to move the pbo around
which one of these is that?https://paste.pics/ffeec1e98b98333485fa2537db347b3a
this is P drive
yes
not Arma 3 Install folder
for example. Though you will want to create a @YourmodName folder in there
and use that
it has just made an empty folder called Addons in it..
Ah I didnt see the error my bad

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.
usually only green channel inversion is requried if normalmap is creted with Y+ instead of Y-
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
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
Im not following, what process requries you do to do something so tedious?
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
yes this sounds like odd process
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.
Is it out of the question to do it in 3D?
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
simple plane objects with the texture applied on them
those overlaid in whatever way you like and then baked out
How would the normals be generated without mesh detail?
This can be done in Blender?
yes
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
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
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
you will already face some loss in texture resolution you know
assuming this is for Arma
dont over think it.
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+
Im fairly certain 2.79 can do it too
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
what nodes are not in 2.79?
The very first one needed: "Texture Coordinate"
thats in 2.79
Can't seem to find it
use the search
The search produces no results
https://i.imgur.com/WpVeJcw.png
Am I searching in the wrong place?
do you have nodes enabled?
I believe so
Yep. You can see it in my screenshot actually lol
Ah, that indeed seems to be the case. I forget how unintuitive the blender UI can be
User error 😛
I have only ever used nodes like once a year ago and I believe I had the same problem
thanks for the help lol
I dont understand how you managed that. It should be in that mode by default
I just opened the node editor as is
maybe it's because I was initially still in blender render mode
thats perhasp a bit different thing than what you are after
It's the only info I could find so far
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
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
Yes exactly
So like how do you do that
you feed the normalmap through normalmap node to shader and bake
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
I'll figure this out tomorrow
how do i make a mirror texture for my vehicle's sidemirrors? or do i need to use pip?
If you want it to show reflection you need to use pip
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
If I find some spare time I can see how it was done.
ah okay
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
yes it's not a 3D scope
so its not on a model?
i have the p3d for the 3d model of the scope and another p3d for reticle
and where is the reticle too small?
perhaps just take some pictures, that would help
the smallest is normal
I do not understand
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
are you using correct texture name _Suffix in the filename?
yes _ca
do you have soft transparency?
yes it's transparency
yes but is it soft?
no
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
https://ibb.co/vjSYHq2
https://ibb.co/0tnmxxw
Picture of the pixels problem
is this in game?
do you use png or tga?
png
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...
where do you make the texture in?
photoshop
perhaps you have something messed up there if tga does not carry transparency
One message removed from a suspended account.
In an .ebo file that you can't open.
One message removed from a suspended account.
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.
Texture templates for AoW are WIP
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?
possibly in the moon p3d itself
oh
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
right, I was just wondering the theory in order to create my own
placing celestial objects in the sky for example
terrain config can reference to alterante moon.p3d
but you cant create more of them
terrain has just 1 moon
yes, if not to modify it, then to create another one
say have earth in space from the moon
right on
so you would have to just figure it out
easy enough >_>
hi everyone, can someone help me with preset for substance painter and export Dayz textures like .smdi and other &
You should probably ask on the DayZ modding discord @hasty monolith
@full quarry thx, but i cant find
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?
proper thing would be not to do it in OB if you ask me
How would I do it in blender for example?
not a blender user, and generally speaking this channel is for arma specifics, not for 3rd party tools and/or software
Looking for someone that can help with 2d texturing? More than happy to donate if need be.
(its not donation if you get something out of it)
you simply apply your texture on the model in Blender and adjust the UV mapping to your liking
Well there's a reason why it's called a donation...
no its payment when you pay for someone to do something...
anyway. #creators_recruiting is the place to write about such
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
you make the image file transparent first
wherever you edit it
texview itself has nothing to do with that
Alright, so in photoshop, just turn down the opacity on everything that needs to be transparent?
and then its the _CA suffix i believe
Correct way to do it is to make an alpha mask
https://media.discordapp.net/attachments/783324536656363541/821836926012227644/unknown.png?width=1202&height=676
Ive got this happening and im not sure as to why. Ive probably done something wrong knowing me 😄
What should I use in amra 3 tools when converting a file back to .pbo
what file?
looks like you have to press F5 in ObjectBuilder (select whole model and press F5)
sadly didnt fix it :/
i dont see what the problem is exactly.. i was thinking its to dark and Recalculate Normals fix it ^^
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 😄
mainly 10K poly for just a plastic bottle is a lot honestly 😛
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 😄
Select - faces by sides - greater than 4 will select all your ngons for you to triangulate
Crtl T does that for me i believe
Ctrl T will triangulate your whole mesh if you have everything selected
ahh okay
If you do this then you’ll only triangulate ngons
Alright, ill try that, thanks 🙂
does procedural texture accept 2 digit decimal? eg. color(0.08,0.1,0.15)
yes
nice tq
can noise be added using procedural texture?
how can i do texture
yeah, but this does not have color right?
Not sure where your goal is
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
Using rvmat, maybe yes. You can use this perlin noise as a mask, maaaaybe?
create another mat on the same selection for noise?
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)
Another stage I think. Not really cool with rvmat myself
i'll try it see if it works
tried it, didnt see any difference. maybe i did it wrong?
class Stage8
{
texture = "#(ai,512,512,9)perlinNoise(256,256,0,1)";
uvSource = "none";
};
Change uvSource to tex or something mayhaps?
well same, can't not see any difference
@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.
okay :/
does the rough from surfaceInfo in Rvmat affects texture or just penetrability?
the one in .bisurf
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
ah i see
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.
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
there are no reflective materials
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
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
you make a rvmat, you crank up the emissive values and you apply that to the mesh you want
with just material you cant
you could swap surfaces with animation
or use the reflector light stuff
I'll try animating a mesh
I only know the basics of door animations, can you make a mesh appear and disappear repeatedly?
you can make mirroring or looping hide animation and tie it to time animation source
wiki page for model.cfg has more details
there's a hide animation
the page called "how to animate a model"
so in theory you could
in practice too

will try that when I get off work tomorrow
trying to squeeze arma modding into 60 hour work weeks
meanwhile I've got a nice reflective material
https://cdn.discordapp.com/attachments/511405848086446092/822288281735266314/20210318215910_1.jpg
that looks decent 👍
"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.
yes invert the y
you can go in Photoshop, open channels, select green and invert colors
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?
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
@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
hmmm okay i dig it
once you have done that, create layers for every object of interest.
like lights, wheels, bumper, and so on
there are premade checkboards textures online
i wonder if there are templates that people have already made. google shows some older stuff but all the files have been taken down
if you google texture checkboard you should find several ones
nono, i mean of the ingame stuff itself.
found a nice google drive of many many templates. checking it out now. https://forums.bohemia.net/forums/topic/185433-petes-texture-templates/ link at bottom of OP
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?
if I put a color it appears but if I put a texture it does not appear
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
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?
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
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.
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.
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
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?
only hiddenselections can be retextured
the ERA blocks do have hiddenselections
Would anyone be able to point me to them please? I found everything but the ERA's
the ERA blocks are EXT3
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
can you post the relevant bit of your config?
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"};
};
};
};```
I think your hiddenSelections array might be bad
you don't even need it actually depending on what you inherit from
Inheriting from B_AFV_Wheeled_01_up_cannon_F
Should I just remove it and try it that way?
I reckon that ought to fix it
I'll try it out now
Yeah they are.
Don't worry. Thank you for helping me, I'll continue to mess with it all.
sorry for the late reply but why exactly?
less drawcalls
it packs 4 texture sets into 1 material
instead of 4 texture sets spread on 4 materials
oh I understand
thanks
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
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
PNG 16bits and doesn't work with JPG too, only TGA work
16bits is the problem
8 bits, i guess ?
Yep
Can you make a texture with a reflective effect like a mirror?
for mirrors you can only use PIP
Is there any info on how this works?
no idea, never done a mirror
has anyone any tips and tricks on how to improve uniform textures and other textile textures?
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
@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?
i just think they look a bit flat thats all, it has some mud splashes and faint fabric texture
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
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)
Is there a max emissive value?
not really but too much will mess with the HDRI
alrighty, thanks
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.
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?
No textures applied to the view lod perhaps
how do I convert a png with gradient fill to dxt5 paa? it converted to paa but is dxt1, is that a problem?
Should not be. Conversion depends on name _suffix
All textures should be named correctly before converting to paa
I'm not sure what that means, named correctly how?
I can guess based on https://community.bistudio.com/wiki/TexConvert.cfg#enableDXT has to do with compression level (?), of what? the color table?
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?
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
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
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
I think there's a template for the parade uniform on BI forums. Community Texture Templates thread
Found that, thanks
any ideas of how to do something like this?
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
👍
Texture templates are WIP as far as I know
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
Is it possible to create a normal map (nohq) without access to a 3d model or source files?
All you need is paint (or better) to make any texture, although source files will help a lot
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?
could be bad uvmapping
but also bad export settings
or just problem with life cars
What export settings should I use for Arma Export?
probably seams
https://jdtools.dev/Resources/index.html I use this one, but export preset probably isn't the problem
diffuse texture should get exported correctly with all export presets afaik
Is there anyway to fix this in Substance?
try changing uv projection to triplanar projection
If that doesn't fix it any other ideas?
Let me see your layer stack
does arma support 1x2 textures? ie; 512x256
yes
@orchid oak Triplaner just fucks the UV
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?
Pbr materials do not translate to Armas specular/Gloss materials 1:1 so normalmap is the only one they share
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 )
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
Thanks for the missing word I didn't know to search for -PBR. Am complete n00b at textures, as with everything else. goat_sacrifice++;
Am now diving down this rabbit hole https://steamcommunity.com/sharedfiles/filedetails/?id=1720529762
Ahh, bumfiddles. Thanks for saving me from half a day figuring out why it didn't work lol
_CO is just the normal diffuse, _NOHQ is obvs normal map and for the smdi you need to input specular into the green channel, input gloss into blue channel and invert it and fill red channel with white
“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
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?
it is not really a quick process
so you got decide if the memes are worth the time to figure it out
That does not make the process any simpler
There are retexturing topics on BI forums
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
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
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
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
so where do I define camo1?
Named selection on object builder/vertex group on blender
like the components in the p3d?
yeah
my object has 72 components, do I rename those?
wait you're talking about the resolution lod right?
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"};
so if I select everything and hit E I see create selection
is all of the trailer one texture?
yeah
damn props to you for optimizing
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
I clicked new selection but I don't see a box to put a name in
Kinda busy rn I'll help you here tho
yep
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
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
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"};
};
I'm assuming it will inherit everything else form semi_trailer
but i dont really remember how to do that since i dont usually use hidden selections lol
so I've always been confused about that, should I keep every object in it's own folder to use a model.cfg?
I think so, since model.cfg gets merged with the p3d with binarization
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
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
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?
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
huh?
windows keeps hiding them
no thats extension
oh
so _CO for all of them?
you willa want to turn that extesnison hiding off
i got no idea what type of textures they are
so
no
they're all just base colors
so I gotta reconvert all of them from the original pngs?
also
your tool setup is broken
your files are not linked to correct programs
like p3d is not registered for ObjectBuilder
so the textures have been working perfectly fine, what does the _CO do?
it defines correct conversion rules
why dont you just trust me and do the stuff properly
okay, I gotta reimport like 40 textures
suffix = good
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
I'll get around to fixing the textures next weekend, how does my model.cfg look?
to keep the files easy to read
wont work
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
so in model.cfg the classname has to be the same as the p3d name
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
(pastebin.com for text file showing)
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
why do you have semitrailer : static in model.cfg
idk
there is no such class as static in model.cfg
so back that out
pls refer to the wiki and the sample models
makes things a lot easier than just pluggin in stuff blindly
so I define the semi trailer class in model.cfg and config.cpp?
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
and the config part looks good, ie; top is the original plain one and bottom is the retexture?
to be honest, I dont dont really like doing config debuggin
ah
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
👍
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
.paa is a compressed image format. It's always going to lose some quality
Ah I see
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
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
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?
is there any way to mass convert textures into paa?
I have alot of textures that are in jpeg
jpeg is not correct source format
dont use it
tga or png
jpg causes massive quality loss
@candid plinth
yes, but follow goat's advice of not using jpeg in the first place
https://jdtools.dev/Resources/index.html there's a batchpaa.rar in there
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
there is the imageToPaa tool in the tools too
yep i think that just executes that
it has a GUI
simple to use
Id recommend that
.bats get complicated for people who dont know how they work
true
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
are 4k textures worth it for multimats? or should i just stick with 2k
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
yep i figured, thanks
Hi, Can anyone help me find some templates from RHS?
is there a way to change the environment map used for reflections on multimaterial?
they might pick terrain env map
🥲
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.
uhh 16 bit but idk if arma supports it
i assume it doesn't
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
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?
Hmm ok so I may need to bring some of the other values in closer. Will shifting to monochromatic possibly help?
no
This is what it looks like currently
Then in game it gets wide banding
https://i.imgur.com/UF2oXKO.png
https://i.imgur.com/7193ySW.png
did you mean by monochromatic to turn saturation down on all the black areas?
as that could help
Yes
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.
Yeah