#arma3_texture
1 messages · Page 47 of 1
Hi, I still have not succeeded with the layers
?
Colors do not match textures
dlf_sable[] = {{0,80,239}}; dlf_herbe_jaunie[] = {{0,138,0}}; dlf_foret_chaine[] = {{170,0,255}}; dlf_beton[] = {{100,118,135}}; dlf_graviller_orange[] = {{240,163,10}}; dlf_pierre_herbe[] = {{27,161,226}}; dlf_goudron[] = {{229,20,0}}; dlf_champs_labourer[] = {{130,90,44}};
green must be grass "dlf_herbe_jaunie" , while he takes "dlf_champs_labourer"
It's really strange
is your actual mask file 20480 pixels?
yes
not just two colors
Its replaces an entire texture with another from the list ?
Sorry i'm French ,
the translation is hard😆
the mask generation does not work if mask has too many colors
I will test one color by one color
It is not possible to have more?
not in one tile
How do I know the number of tiles? How to know the size of a tile
tile size
this was explained in the page you were linked earlier
and there is no good way to see where the tiles are
because they also overlap each other
there are couple of mask check tools that can help
thank you for your help
well no completely
you will need to plan your mask so that each tile has only allowed amount of colors
ok thanks
We succeeded, big thank you @full quarry !
We will be able to build a beautiful map of France
👍
Does anyone know how to remove the gloss from this aircraft? I'm trying to update it for my mod (Livonian Defense Force) and the dang gloss is just too much, its messing with the color
nvm I can't post pictures I guess. Its for the Cessna BTT plane
I can't remove the gloss
Specular/specular power
If you want to post pictures you can upload elsewhere and link here.
Rvmats material controls shinyness with the specular attributes @youngkingz#5903 mentioned.
Ah awesome, thank you and @orchid oak thank you
would i need id map from substance painter? because im having problem baking it
for Arma?
yea
error on id map in substance when baking, the rest is fine, if it is not needed, i could just uncheck it
ah okay thanks
Hello, i have a problem with my textures on balaclava 3d model. I paint my textures on the model in substance painter and when i put it in game i have this weird grainy circles going all over the balaclava. I have no idea how to fix it, i'm still a huge noob when it comes to modding in arma, would be grateful if anyone knows what's causing it.
Here's picture:
i thought it's something to do with shadow lod first but it wasn't that, since when i removed the lod, the grain was still there
perhaps i have to change those texture settings in rvmat? ambient, specular etc?
hello, does anyone know of any good tutorials or posts for creating nature textures (either for ground detail textures or fictional satellite imagery mainly) in any image editing software? (prefferably photoshop but anything will do) e.g. making grass, sand, dirt, mud, or anything either for closeup or distant view. The creation of brushes, usage of filters, noise, layers, anything like that could be useful. Whether it's for stitching satellite imagery or making the textures up myself, mostly looking for procedures or pointers to follow, I don't know where to start but I know how to work the tools somewhat, and I'd like to get started. Would really appreciate any pointers, thanks! Texturing in general tuts work too.
e.g. the way the Sahrani terrain was done
Shelestov#6717 might be able to advise @proud galleon
should I dm them? Or where can I contact them or find their knowledge? 😅
@proud galleon you can search for his post on this discord as he shared various advice on vegetation. also you can try to DM him
ok, thank you very much, I'll see if the discord posts clear my doubts and if not I'll message him sometime :P
is it a requirement to have unique rvmat names or what does the engine do in that case?
I wouldn't think so, since most cases the .rvmat requires a full path so it's always clear what .rvmat you are pointing the model to
asking due to:
14:49:14 source used: ww2_ca\structures_e\misc\misc_interier\a2_wheel_cart_ep1.p3d
14:49:14 source ignored: a3\structures_f\wrecks\wreck_car2_f.p3d
14:49:14 hint: ww2_ca\structures_e\misc\misc_interier\a2_wheel_cart_ep1.p3d is older```
and this - they were all sharing the same rvmat, so if you load them together, it gets the wrong texture and material applied
It's telling you that the embedded .rvmat data in the first .p3d doesn't match the current values of the .rvmat in the second .p3d. So you kinda need to repack .p3ds when .rvmat is updated, to embed changes
yep thats clear
the point being rvmat data merged into a p3d is not "local" to the p3d necessarily during runtime
In my opinion that is being caused by the bit depth of the image, it doesn’t have enough colors to fill the gradient so it starts banding, arma only accepts 8 bit images tho afaik
Anyone know how I can make a road texture this detailed? https://prnt.sc/117rc8m
do you mean like the little bumps and stuff?
you can use a nohq map combined with the diffuse and smdi maps for that
but nohq is the one who gives the impression of the bump
I export everything from substance painter in 8 bits, so it's not that. I double checked it
@dense peak how do you convert these textures from whatever 8bit file format (TGA or PNG) to arma's .PAA?
also, not that conversion means compression
so solid colors will have issues
I always use ImageToPaa tool from arma.
I export the textures from substance painter using "arma with opacity" export preset to png, and then the process of ImageToPaa
are the files following the naming suffixes
before converting
using "arma with opacity" export no idea what that preset is
but whatever
yes, they do
should i paste the whole rvmat or just upper part of it where it names diffuse, specular etc.? Sorry im a noob at this 😛
the entire rvmat used
{
texture="balaclavamod\data\balaclava_CA.paa";
};
ambient[]={0.5,0.5,0.5,1};
diffuse[]={0.5,0.5,0.5,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,1};
specularPower=150;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="balaclavamod\data\balaclava_NOHQ.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage4
{
texture="balaclavamod\data\balaclava_AS.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="balaclavamod\data\balaclava_SMDI.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage6
{
texture="#(ai,64,64,1)fresnel(1,0.7)";
uvSource="none";
};
class Stage7
{
texture="balaclavamod\data\balaclava_CO.paa";
useWorldEnvMap="true";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};```
Not sure why you have your own _co texture in the environment map stage
I don't know either, just saw some sample use it like that so did i
@dense peak you should use this on Stage7 texture: a3\data_f\env_land_co.paa
alright, thanks i'll fix it and test it out.
the Stage7 is set up to use terrains EnvMap so it does not really matter what is put in the texture line
the env_land_co is better for buldozer preview though
Does anyone here use gimp?
Yes.
A lot of people use the color to alpha tool for retexturing that photoshop doesn't have. Personally, I use the overlay blending mode on photoshop.
anyone know a good way to get rid of this white crust off the edge of my transparent texture? https://cdn.discordapp.com/attachments/566060230824165383/830453065698115601/20210410104347_1.jpg
gonna see if tga works
nope still got crust with tga
take in the transparent selection by 1 pixel, and make sure the texture area under the transparency is not white
and save it with correct texture _suffix before converting to paa
_CA
what do you mean by take in the transparent selection by 1 pixel?
like erase it?
first make sure the suface under the transparency is not white
you can also try 99% transparency instead of 100% transparency
so it has a transparent background and it looks fine if a I put a contrasting layer under it to check
Using .png transparency instead of making a proper alpha layer can create these kinds of problems
how do I create a proper alpha layer?
all I see is my layer and the checker transparency background
What you really want to do is expand the RGB colour outside the transparency area so that there's room for the pixels at the edge of the transparency to be compressed without bleeding in colours you don't want. Doing an alpha channel allows this more easily
Example would look kinda like this. RGB layers
Alpha channel
so I guess I need to make an alpha channel https://cdn.discordapp.com/attachments/566060230824165383/830460014232600586/channels.PNG
Alpha works on the basis that white = opaque, black = transparent
ah
Alpha channel is inverted
Save as 32-bit _ca.tga and convert to _ca.paa
Open _ca.paa in texview after that and you should see it has transparency if texView is in RGBA mode
I did all that, I think I found the issue
I think it's saving without the alpha channel
for some reason save options is greyed out and I can't check the alpha channels box
https://cdn.discordapp.com/attachments/566060230824165383/830479783019675669/grey_out_2.PNG
I tried using gimp exporting it as a tga, texview says it can't open that file
so gimp is a pain and photoshop 7.0 doesn't like to export the alpha channel on pngs and tgas
so I found a solution, I found a program you can drag and drop tga's into and it will automatically average edge pixels and fill in transparent areas replacing the white background, still not a replacement for doing a proper alpha channel but for what ever reason you need it, here's the link
https://www.flipcode.com/archives/Photoshop_tga_Alpha_Fix.shtml
Question, does CUP allow reskins? I'm making an OFP FIA faction and I think the alpenflage uniforms are too saturated. Plus the medic in OFP had a medic armband, so I'd like to add that too
@grand warren ^ thought you might know?
yes, we allow retextures as long as CUP stays a dependency and no ripping
Nice! Yeah, CUP stays a dependency, no ripping involved.
If they are retexture compatible then the same way as any other. Draw up new texture, make config patch addon that creates new classes out of the things you retexture and plug in your new texture into the hiddenselections in that config.
How long would u say configs take
Depends. If you wanted to make a lot of retexes, you will take a lot
Hmm
I don’t get how I can retexture them tho
There isnt a template
You'd have to extract the texture from the mod's pbo
@serene palm that's a bit of a no no for an advice
@glass cradle you would have to make the template yourself.
drawing it?
I dunno, I dont make templates or retextures really.
Check out BI forums editing section if there are any tips
Hmm
Please elaborate further. In my experience that's one of the only two ways to actually get the texture for editing. For reference, I didn't mean you'd do it without having had permission to make derivatives.
@serene palm generally speaking, unpacking pbo and cheery picking is called reverse engineering, which most respectable mods have a clause against it.
i am not saying it isn;t common practice, especially for 3rd party content (considering most A3 models have templates already available)
same for permissions, most people tolerate derivative work, they do not actually (legally) allow that
That's fair enough of a concern. I hadn't considered that pulling .paa's from .pbo's for derivative work could be considered as reverse engineering
As far as typical practice goes, that is what I've seen from most everyone in the retexture game, but I suppose at the end of the day it ultimately depends on what the license included with the mod allows.
Id say its polite to ask the author.
Definitely another good call
does anyone know if its possible to make a brush that randomizes patterns & colours from a curated selection? (in any program, photoshop, gimp, etc). I want to paint a noisy surface mask for my terrain to mix 3 surfaces in an area but I'm not sure if that'd be the way to go about it.
so a brush that would randomly switch dotted/noisy patterns alternating between three colours, don't know if that's possible but I figured I'd ask. Other advice on how to paint noisy surfaces would help too.
some of that should be possible yes.
also using multiple different pattern layers and applying random alpha patterns on them works
so when they overlay each other the break each other
another way could be suing L3DT with custom climate that uses multiple variations of same land type with slightly different parameters
so there could be for example 4 grass materials with different patterning and it would mix them up
I should probably look into generating my sat/mask based on L3DT climates, I do have seamless textures for part of the sat so I should probably make ones for the rest of the GDTs aswell
just have to take the time to set them up D:
if your GDTs are all blending nicely together then sure you could use their general shades to create the sat materials too, do make sure you dont have any details like rocks or blade of grass in the sat textures though, you dont want anything that is not actually on the map on the satmap
am i ok to use a template that was made for a US vanilla uniform to change the camo on a uniform from the spearpoint mod? ive got the mod owners permission to retexture but idk how to make a template
im following this video https://www.youtube.com/watch?v=qZoI7f0ApSI&ab_channel=AstartesGaming
but if your GDTs dont blend together then work on that first, sat colors should not deviate too much from the ground texture colors
some variation is nice but where ground is brown, sat should not be green etc
@dense peak I doubt the textures match between different models
so very unlikely
how would i go about making a template for it? im quite confused
template is s texture file
usually texturing is made in other programs these days directly on the 3d model
retexturing process is quite a lot different from that
@quaint torrent wrong channel, use #creators_recruiting and please list details on what you are after
also please note that Arma tools are noncommercial so you can not pay for anyone to put assets into Arma, just to make the source models
so will i need to make a template in order to change the colour of the camo? or will it be somewhere else in the workshop file of that uniform
template file is not exactly mandatory, its just collection of layers to make painting a texture easier
oh right i see
you can paint a texture file from just an empty file
it can be quite hard though when you dont see whats where.
so im good just to paste the camo onto there without a template?
the camo itself is literally just 1 solid colour
no
or well Idk
it probably looks poop
if you do it like that
I dont do retexturing, I work with original models.
basically this starts to go into the area where you have to experiment and learn how the tools (gimp) work and how the textures look when you do stuff
you will fail in it too before you learn how to succeed
you were right it looks poop
but i havent got a clue what to do about the template stuff and the tutorials just seem to provide "one i made earlier" kinda things
will what ive done even work
well it will cover the model
but it wont really look like anything
Id wager you wont find a tutorial that goes through every single step
is it worth me continuing without a template?
well thats how its been done way before anyone made any templates
but you will have quite a bit of learning to do
https://www.youtube.com/watch?v=qZoI7f0ApSI&ab_channel=AstartesGaming im following this video atm, but have skipped the part where he uses a template
well probably some of that applies to not having a template
will i need to change anything in the config seeing as im basing it off of another mod
you dont pack your stuff with the original mod
you make a new one with new config that inherits from the original and creates new classes that use your textures
im trying to find the folder ive made to pack it into a pbo but for some reason eliteness doesnt expand any folders, there no option to go through desktop stuff etc
yaah you have some more stuff to set up
you need to set up the P drive and the tools properly
and elitentess is not the correct pbo making tool
pboProject is
how would i do that?
im just using it as its the one in the tutorial lol
most video tutorials are unfortunately mostly wrong
especailly in the P drive and tools setup part.
making tutorial does not necessarily mean the maker actually knows whats what.
https://media.discordapp.net/attachments/794975504326459396/831937022385586206/unknown.png is this right for doing the p drive thing
since you are using Mikeros tools arealdy Id advice using Arma3P from there
how would i do that? ive looked at the wiki and it seems the options have changed
check out PMCwiki pDrive and tools setup part
looks like you did not use the PMCwiki tutorial then..
https://forums.bohemia.net/forums/topic/190353-howto-work-drive-setup-bulldozer/ i was following this as the PMCwiki required a lot of other downloads
cant help with that. sorry
https://media.discordapp.net/attachments/799595133178740779/831951534669037620/unknown.png does that mean it'll delete all my arma 3 info?
dunno, I use the PMCwiki method
hello, is it possible to change texture of helmet using setObjectTexture?
no
f
so uniforms are the only wearables that can be changed using that command?
vests and backpacks dont work also?
Backpack is true, vest false
so vest and uniforms can be changed?
No vest
so uniforms and backpack?
Sorry my native language bout it, Japanese answers “Yes I won't” to answer “Don't do A”
Note that, to retex backpack, you need to use this kind of code:sqf backpackContainer unit setObjectTexture [0,"blabla.paa"];
thank you
Any idea, why is my model transparent in a shadow? I used the alpha channel in the texture, because some parts are transparent.
https://ctrlv.cz/shots/2021/04/16/76HX.png
Try to put forcenotalpha=1 in geometry LOD named properties.
If the wire mesh of the exhaust is part of the main truck cabin texture, you may need to move it to a seperate texture.
Thanks. It seems, I will have to separate it.
Hello, i have a problem with a reskin on AoW's backpack, i don't find the template, can someone help me ? I have find the config but no a template. Thank's
hey guys, still having some issues with the retextured Qilin. Is there anyway someone could take some time out of their day and take a look at this pbo. Been working on it for over a month:(
the only issue I'm having, is that re-textures are only working clientside. For instance, a zeus puts down a custom vehicle. He see's the texture, not the players.
I have find the texture, thank's
it just looks like a regular vanilla vehicle to them, unless they put it down themselves
does anyone by any chance have retexture templates for the SPAR series of guns (the SPAR series added in Apex)? with layers and such set up?
I will check again in case I missed it, but I dont remember spotting it there
could be there are none
Whats the best sort of place to find good seemless textures but ones that I can update colours on easy? I've got a model here: https://i.gyazo.com/5bd5717366eb152c994837e545590135.png
The bits on green I have the right shade of green however I want to find something to make it look more like extrernal cladding
thats not quite how you want to texture that thing
you said you are just testing it
you will want to look into how multimaterial works
I was testing out a look initially, trying to decide if it's worth pursuing further to then properly clean them up, don't want to fully UV-Map if it's all gonna get changed again soon
checked and sadly no dice, a shame
then it is unlikely any are released
Idk if this is the right channel, but the RPG-42 from Vanilla has a broken scope texture
How so? Describe
I think I know what he's talking about
IIRC the scope lens' UV is busted and it just shows the entire texture
she*
its something that should be reported in the bug tracker
can you show me where?
#arma3_feedback_tracker I think has instructions
its a true reflection of the environment (map).... it just proves that the environment is totally busted
its the same anywhere
this is tanoa
see that everything seems to still be the same
probs just wrong envmap set up for the lens rvmat
it seems to be the interior for some sort of vehicle
i can read something there
"12008966"
It looks to me like someone accidentally put some other object's albedo in the lens's environment map
Yeah
Anyone know why people can’t see the vehicle retexture on our server?
How did you do?
Retexed a qilin, made it into a faction, works. The retextures worked as well. Whenever a zeus puts it down, they see the texture, not the players
made it into a faction
Elaborate? You made a MOD that adds a CfgVehicles entry?
Correct. I’ll send the steam workshop link. I’m afk, at work
Whenever a zeus puts it down, they see the texture, not the players
And this means Zeus but everyone sees the tex?
Well a Zeus is a player so. Anyways that's strange I think? Since it's late and tired so gonna sink myself into the bed so wish if someone had a shot
It is odd. Like when i zeus it in, it looks good. But everyone sees the vanilla texture
Hmm I just looked your config roughly but I think you should to put the textures into hiddenSelectionsTextures[] also. IIRC some textures aren't synched properly in Multi environment
Gotcha. I’ll do that when i get home today. Thank you for the input, been tryin to figure it out for over a month now
Hey, I'm not sure if this is the place that I should ask, but I still ask for it.
If I want to edit a uniform for my unit from ARMA3 uniform, what files should I look for?
Depends on the uniform. Look the config and check the texture path
If I want the default? what you get with the game
so i have an issue with nohq
a nohq paa
and im not sure if i put it here
or in #arma3_config
so i put it in the config channel
Hi, How can i apply "reskin" ?
I tried something but doesn't work:
class CfgPatches
{
class 7e_ffaa_reskin {
units[] = {};
weapons[] = {};
requiredVersion[] = {0.1};
requiredAddons[] = {"ffaa_nh90"};
};
};class cfgVehicles
{
class ffaa_nh90_tth_cargo;
class ffaa_nh90_tth_armed;class 7e_nh90_san: ffaa_nh90_tth_cargo { _generalMacro = "ffaa_nh90_tth_cargo"; scope = 2; side = 1; faction = "BLU_F"; displayName = "NH90 Sanitaire (Légion)"; crew = "B_Helipilot_F"; hiddenSelections[] = {"camo1","Random_1","Random_2","Random_3","Random_4","Random_5","Random_6"}; hiddenSelectionsTextures[]= {"\reskin_ffaa\textures\nh7_san_co.paa"}; }; class 7e_nh90_armed: ffaa_nh90_tth_cargo { _generalMacro = "ffaa_nh90_tth_armed"; scope = 2; side = 1; faction = "BLU_F"; displayName = "NH90 Armé (Légion)"; crew = "B_Helipilot_F"; hiddenSelections[] = {"camo1","Random_1","Random_2","Random_3","Random_4","Random_5","Random_6"}; hiddenSelectionsTextures[]= {"\reskin_ffaa\textures\nh7_co.paa"}; };};
Doesn't work how?
So 7e_nh90_san 7e_nh90_armed have the original tex?
That's my new names
That's not the answer for my question
What's answer do you want ?
Yes or no. 7e_nh90_san 7e_nh90_armed have the textures from ffaa_nh90_tth_cargo ffaa_nh90_tth_armed right?
ffaa_nh90_tth_cargo is my model that i reskin on 7e_nh90_san
ffaa_nh90_tth_cargo is from the original mod, and i create a texture that i want to apply on 7e_nh90_san, you understand ?
Yeah I already. I'm asking that have 7e_nh90_san ffaa_nh90_tth_cargo's texture despite you're trying to apply the new texture
Make sure:
\reskin_ffaa\textures\nh7_san_co.paaexists- Check if you can do
sqf vehicle player setObjectTexture [0,"\reskin_ffaa\textures\nh7_san_co.paa"]
Lead to configFile >> "CfgVehicles" >> "7e_nh90_san" in config viewer, make sure if there's any eventhandlers
I don't see any eventhandlers
any others ideas ?
took a nap Do your helis have textureList[] property?
i don't know, how can i know ?
Config Viewer
i'll take a nap and check it 
Yes, i have it : textureList[] = {"EJERCITODETIERRA",1};
Try to empty it
Nice, it works, now, last question where's the line where i can config the show/hide components ? (Like hide a grid on the marshall or something like)
Grid? It is a slat armor...
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization
Check this article, maybe works for you
https://cdn.discordapp.com/attachments/835490178872377426/835490266617610250/unknown.png
Yeah I'm aware. The article covers about it
How can find the animation name ?
animationNames command or... maybe?
How can find the specific animationNames ? for example of this heli
Hello everyone I need help with re texturing boots to have brown leather not suede
Hi everyone !
We have a problem about seeing through glasses and we don't know why, depending on the angle and position of the player from the glass of a building, the objects which are far start to disappear.
Here a video from gyazo that we took to show you what's happening in game :
https://i.gyazo.com/6f1e210d8be22bb440f6a0413ebaf56b.mp4
Possibly wrong shader and/or wrong alpha sorting of transparent surfaces
ok we'll search that, we already done the alpha sorting
What shader does the glass use?
we tried using super and glass
same problem with both?
does the view geometry of the model match the wall and windows holes
@frail stone Glass should be a plane face and no rectangle box
Is it a plane face?
It is yes
Maybe select this glass face, ctrl+c, delete it, ctrl+v and go test it
Should work, I fix my glass problems with this way
Texture is also with _ca.paa?
ok i'll try
and yes, _ca 🙂
With the way i told you should it work
I make for all alpha stuff or glasses a window selection and if i changed something in the model i select the window selection and copy it, delete it, paste it and dont have any problems with such glitches
the thing that is super weird, the door of the building has some transparent face and seems to work fine xD
Its weird yeah, but try the way ive told you. You can select all glass / window parts, copy, delete, paste them and go test ingame if it works
Glass parts should also be single parts, not connected / welded together with window trims etc
are the geometry parts properly set up?
does the issue happen if you remove the glass parts from the model?
good question, testing it
well, addons builder but it pass pbo project when i build my map
ho, something that i never heard, "geometric occluders"
what named properties does the building have?
sbsource, prefershadowvolume, map and class
ok i understand now how occluders work, i'll add it and test
if you did not have it, you dont need it
you could try if canOcclude 0 has makes any difference
if that works, there may be a problem in your view geometry lod
ok, i'll check that and fix the problem 🙂 thanks 😉
Hello guys, I need the Aor 1 camouflage pattern, do you have one?
Sorry Bad english
i use Translate
@dense peak you can find on google
I couldn't find it. Can you send a link?
I don't know if this is the right area, but is there anyway to retexture the Tanoa buildings?
Well I was able to find the texture file, but how are they applies to the model?
you can find the texture yes, but you cant edit the models
no is a no, this should not be hard to understand 😛
Thanks for the reply, just wanted to make sure.
also even if they were retexturable, the amount of work that retexturing a multimaterial building needs is almost the same as making a new building.
so I suggest you just make new ones
Makes sense, would be nice to see the skyscrapers in different colors that might fit in better with other maps
any tips on uniform weathering? feel like my retextures are fairly flat compared to others
hey does anyone know why my texture keeps getting a weird green tint?
https://imgur.com/gallery/ZbAam3n
Is there any texture updates for MH-53 out there
I'm going to try to work on a diffuse texture for the To-201 - is there any way for me to get the model into something other than the game so I can texture paint on it?
no
Nope since you’d have to debinarize it and that is not allowed/illegal, could always try to ask the original creator if he would give you the mesh lol
Check the rvmat if it has ambient or diffuse where green is higher.
1,1,1
R,G,B
Maybe its 1,1.2,1
Or you got somewhere an issue
Yea that fixed it thanks
👍
how in the world do people texture these things, then
are 4 256x256 sections more heavy than 1 512x512?
yes
ah yes. manually lining up seams
and right after I stopped doing that in the other games I mod because the workflow is awful
no need to be sassy about it
oh no, I've done my fair share of those kind of textures, I respect the effort
other option is make original models and use whatever fancy texturing method you want.
102-oT
sooner you accept the facts the faster you can get to work
would it be better to use 1 4096 or 4 2048's?
or are 4k textures just a no go in arma
4k is possible. 8k isn't
In fact some Arma 3 Jets assets like those jets, have some 4k textures
For a building with a lot of props, do you think it would be ideal to use 4k textures to combine a bunch of them? I am texturing each prop individually and it's usually a 256 or 512 texture
the problem is since it only loads on ultra it's kind of pointless for the players that don't have it on ultra
Are the props proxied?
Proxies it’s best to use one texture per object I think. Since they are instanced
i could proxy them yes, but if I proxy them all it would turn out an insane number of drawcalls
Wait if i repeat the same proxy in the model is it instanced? so it would count as the same drawcall?
I believe so. They're instanced across separate vehicles/units etc. at least
Leads to some weird stuff with hiddenSelectionsTexture'd proxies on vehicles or magazines if you have two units in very close proximity
Wouldn't really be using hidden selections so I should be good, but do you think it would be beneficial combining the props into 4k maps? or would it probably be better to just combine them up to 2k maps
2k would be more drawcalls but wouldn't have the issue of only showing the proper resolution at ultra
I'm personally still a bit iffy about using 4k because of that. But I don't think it's inherently a bad choice. But if they're internal props they're probably only going to be loaded in your top-most LOD and then disappear at distance and the extra draw calls might be okay vs stutter of loading a large single texture file from the disk in the first instance
yeah the props would probably disappear on the 3rd lod, do you mean the stutter as in a 2048 texture with 8 props in it would be worse than 8 512 textures?
Well I was talking more about 4k load times
Yeah I guess I’ll go with the 2k textures then
But the thought of having 32 props in 1 4k texture map was pretty cool lol
4K is iffy in terms of initial load times, and the way A3 handles that
that being said, the one thing that can drastically improve performance in A3 is the least amount of section count
in short, A3 handles 1x 2k texture better than 4x 1k texture
that also stands true about 4k textures, with 2 main issues at hand
a. 4k textures require textures set to ultra
b. auto mipmapped from 4K to 2K textures are way worse than directly 2k textures (so for everything that is under ultra textures)
c. 4k textures are the first one to be lower if the engine feel it is struggling
d. for people who are running of disk drives instead of SSDs, 4k load time will be obvious
Also too many proxies is a thing.
that too
Thanks so much for your input, I will stay with the 2048 maps then
Which syntax is best to use when making a config for custom uniforms?
I think that’d be more #arma3_config
But don’t crosspost
Is there a way to make lower lods load mipmapped textures? Or does the engine do that automatically
engine does that automatically
perfect
on occaion engine might draw lower mipmap texture on higher lod levels too
its not range based
alrighty
Can anyone tell me a scenario in which its undesirable to upscale R2T/PIP textures?
lets say you have a 128x256 texture, and I just force upscale it to 256x512. Is there any case where the increased resolution (while keeping same aspect ratio) would be a problem for anyone?
Does anybody even knowingly set PiP at less than the maximum 512 resolution?
Thats a question too.
But you cannot know the answer to that one, I'm sure there is someone somewhere
Upscale why/how?
irrelevant to my question 😄 You'll see when its done
Question is if it hurts anyone if I increase someones P2T/PIP texture resolution
I don't think it would hurt someone in the context of mission makers. Mission players may get hurt in the terms of hardware usage 🙃
The way the texture renders is decided by aspect ratio and your models UV coordinates.
So I don't see any problems but maybe I'm missing something as I don't do such things usually
Well the fact it's limited to only 512 pixels has been something I've seen more users complain about. I don't think I've seen anybody using PiP with the mindset of "yes, image resolution of a pre-2003 mobile phone camera is just the look I was going for"
What do you think the limit should be?
I did one for the “chat message” thingy for singleplayer project before, but realized that R2T thingies are not really reliable to use frequently, so didn't used, yeah
At least 1024?
Hard to say, because even at 512 it's a performance hog
Most of the performance hog is the CPU side work.
Increased resolution is GPU side which is usually underutilized in Arma
I'm just saying I don't think anybody has intentionally set the thing to use 256, 128 etc.
More likely if there is a 256 screen, it's because they UV mapped it wrong and are only using half the available resolution
2048 seems good enough.
Also basically no FPS difference
I don't know if 4k would make sense
2k is a 4x increase. considering most monitors are still 1920x1080, with a few 2560x1440, i would assume it can work
I guess we can test 4k on #perf_prof_branch and see how it works
nothing against it as long as it is optional
i know some of the pip scopes would love some res increase
its as optional as peoples desire to set every graphics setting to ultra 🤣
Not possible to have a separate option for PiP resolution rather than tying it in to PiP quality?
AFAIK the current quality option is currently PiP viewdistance in all but name, so might be nice to have them as two separate video options
Didn't say that my video showed anything final 🍿
Hello!
I currently successfully retextured the AAF Uniform and got it in game but im trying to add the NATO Uniform but it keeps using the AAF Uniform and NATO Texture map
Anybody able to help?
you are likely not using correct config classes to inherit your nato uniform
One suggests it's here but I don't think so, if you're stuck in config just proceed in #arma3_config
yea, Asked the same question there, got sent here
So i've noticed that when trying to retexture the parade caps i get an effect like this with the emblem, yet the vanilla caps dont have the same issue, but the textures dont use anything like _ca as far as i can tell. https://i.imgur.com/RTeNHmZ.png
vanilla cap: https://i.imgur.com/7Cj6Lmw.png
@severe rune PiP works good if you know how to set up the UV Map
What is this? PiP Scope?
only if you are using 16:9 screen ratio unfortunately
on ultra wide monitor it's going to broken ratio again
anyone in need of texture work hmu, happy to assist
nvm decided to make it _ca and delete the offending areas
works fine enough
_co is still being used in some cases for textures with alpha transparency. It's just that _co only has 1-bit alpha (black or white) not 8-bit (greyscale)
_ca has some drawbacks when it comes to rendering in shadows so it's sometimes better to use _co. But the problem with _co is that the alpha will often have aliased edges rather than smooth ones because the alpha is only 1-bit (though this is more of a problem on curves than straight lines)
Well I've never knew there's possibility to do such things
Is this a arma bug?
Because vanilla Tank interiors are all wrong made.. all got stretched and makes stuff thin
I had to figure out and think reversed to make the PiP correctly displaying
Yeah, it's arma bug. We are also using mostly 16:10 screens at work so probably it was calibrated for that ratio
I don't know how that would happen, but I also never saw that bug (I use 16:10 screen :D)
Thats the bug with vanilla tanks and their PiP, it makes stuff slim
Thats how it should look in the PiP 🙄
So I have tested around and thinked reverse and get the solution that the UV map is the issue, i changed mine and it made stuff fat
Better than going to the gym
And then i had the way how to do
better is to have the gym at home like me 😄
i had to test around to get the right solution but dont know if it will be for everyone the same when i release it. I will see when bugreports will arrive ^^
Works great now and resolution is also not bad at all
That should solve that issue...
Yeah, issue solved 🤣
can you also fix the sky and clouds issue? PiP shows different clouds / cloud positions
no
Alrighty party people, now that the official texture templates have been released for the Parade Uniforms, is there hope now for being able to get a retextured uniform in the arsenal? I noticed they are still EBO locked, so I wanted to ask here before I waste hours of my life if the answer is no, in which case, I'll come back in September lol.
you can create a config for the retexture just fine
nothing has been stopping you since release of having a custom textured parade uniform in game
I wasn't able to last time, spent weeks trying to no avail. Couldn't get it working and couldn't find anyone or any posts that could point me in the right direction unfortunately.
there is a character encoding guide that explains part of it at least. and there may be some threads on BI forums that go through basic retexturing
the config classes you may need to point to can be obtained in game
form config viewer
Yeah I know, been there and done that, if you actually manage to do it yourself, let me know, but until then I'm 99% sure it's not possible due to the EBO lock. The in game config viewer does not in fact point you towards the right classes, but rather the default Soldier.
Uniform retextures are a bit more complicated than others because you need to connect the CfgWeapons and CfgVehicles classes properly.
But just as possible as other retextures.
Art of War config can also be saved in a "all-in-one" config dump
@lament fulcrum
Stylin
gangster
good evening , i would like to ask is their RHS AFRF uniforms templates
@polar rivet there are no such templates available
thank you for ur help
Sorry I didn't reply, been working a lot and I'm just now getting a couple of hours to revisit this. Do you mind telling me what cfgWeapons and cfgVehicles classes you referenced?
mm one of the uniforms
dont have the files anymore. had to repurpose my test addon for something else
All good, the only thing that confuses me is just how it references the default soldier, so I can't seem to get it to look for the right model and then apply the correct texture
Just writing out a new config since it's been about two months since I did it last time
I just had something simple in both the cfgweapons item class and the cfgvehicles unit class
like
class some_dressuniform;
class my_new_unif : some_dressuniform
{
my stuff
};
Yeah I've done something similar, but if you look at the imgur link, it just keeps referencing the default nato uniform
I think I've realised my mistake, loading up ArmA again and I'll take a look with fingers crossed.
Nope, nevermind. Still nothing
`class CfgVehicles
{
class B_Officer_Parade_F;
class s_parade_uniform_variant_1: B_Officer_Parade_F
{
author = "Nocturnal";
_generalMacro = "B_Officer_Parade_F";
scope = 2;
displayName = "Parade Uniform Test";
identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_casual"};
genericNames = "NATOMen";
model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
uniformClass = "u_parade_uniform_variant_1";
hiddenSelections[] = {"Camo","insignia"};
hiddenSelectionsTextures[] = {"\custom_parade_uniforms\textures\uniforms\ParadeUniform_Test.paa"};
hiddenSelectionsMaterials[] = {};
weapons[] = {"Throw","Put"};
respawnWeapons[] = {"Throw","Put"};
magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
};`
Ignore the stuff from weapons and below, do you see anything obvious there that would be causing this, all I can think is that the model is wrong, but when I go in the configviewer, that's exactly what it points to
you got a lot of stuff there
II actually had this still open elsewhere
class CfgPatches
{
class TemporaryTestFolder
{
requiredAddons[] = {"A3_Data_F_AoW"};
requiredVersion = 0.1;
units[] =
{
"newsuit"
};
weapons[] = {};
};
};
class cfgVehicles
{
class C_Uniform_FormalSuit_01_base_F;
class newsuit: C_Uniform_FormalSuit_01_base_F
{
scope=2;
scopecurator=2;
uniformClass="newsuit_U";
hiddenSelectionsTextures[]=
{
"TemporaryTestFolder\data\ParadeUniform_01_Merges_co.paa"
};
};
};
class cfgWeapons
{
class U_C_FormalSuit_01_black_F
{
class ItemInfo;
};
class newsuit_U: U_C_FormalSuit_01_black_F
{
author="$STR_A3_Bohemia_Interactive";
scope=2;
scopecurator=2;
displayName="## test uniform ##";
hiddenSelectionsTextures[]=
{
"TemporaryTestFolder\data\ParadeUniform_01_Merges_co.paa"
};
class ItemInfo: ItemInfo
{
uniformModel="-";
uniformClass="newsuit";
containerClass="Supply20";
mass=30;
};
};
};```
this is basically all you need
the rest is optional gravy you can add if you want to change stuff
@lament fulcrum
Appreciate this a bunch mate, let me give it a whirl and see how it goes making a few tweaks to adapt to the military uniform as opposed to the suit. Appreciate the response, this has been stressing me out for so long since I know I can make them look great in game, just all the technical stuff takes me a while to wrap my head around and I never get enough hours in the day to focus on it lol.
it gets easier after a few years
Yeah I can imagine, just don't think I'll get much practice with my line of work haha
So just trawling through the config viewer and searching the items in eden with Class: NAME looking for the replacements from your suit code to make it work with the parade uniforms, I've substituted:
U_C_FormalSuit_01_black_F
with
U_B_ParadeUniform_01_US_decorated_F
what would I replace the C_Uniform_FormalSuit_01_base_F with?
Would it simply be: B_ParadeUniform_01_US_decorated_base_F?
Understood, just looking for what the base_f actually is
don't see anything about it besides handgun_base and that's it really
Nobody seems to be sharing much information about it. Any idea how you got C_Uniform_FormalSuit_01_base_F? is it in the eden editor?
I just took a peek at the all-in-one config dump I have
Is the base in there refering to the soldier or the uniform (arsenal) or the uniform (ground item)?
the base does not really matter
it just provides the properties I dont want to change
sure possibly
{
class B_Officer_Parade_F;
class newsuit: B_Officer_Parade_F
{
scope=2;
scopecurator=2;
uniformClass="newsuit_U";
hiddenSelectionsTextures[]=
{
"TemporaryTestFolder\data\ParadeUniform_Test.paa"
};
};
};```
if that is one of the officer uniform characters in game
It is, yeah
the sure sounds alright
Alrighty I'll throw some changes together and hope my new recipe doesn't burn the kitchen down
I just get so lost with all of this sometimes, don't know what's going wrong here.
class CfgPatches
{
class TemporaryTestFolder
{
requiredAddons[] = {"A3_Data_F_AoW"};
requiredVersion = 0.1;
units[] =
{
"newsuit"
};
weapons[] = {};
};
};
class cfgVehicles
{
class B_Officer_Parade_F;
class newsuit: B_Officer_Parade_F
{
scope=2;
scopecurator=2;
uniformClass="newsuit_U";
hiddenSelectionsTextures[]=
{
"TemporaryTestFolder\data\ParadeUniform_Test.paa"
};
};
};
class cfgWeapons
{
class U_B_ParadeUniform_01_US_F
{
class ItemInfo;
};
class newsuit_U: U_B_ParadeUniform_01_US_F
{
author="$STR_A3_Bohemia_Interactive";
scope=2;
scopecurator=2;
displayName="## test uniform ##";
hiddenSelectionsTextures[]=
{
"TemporaryTestFolder\data\ParadeUniform_Test.paa"
};
class ItemInfo: ItemInfo
{
uniformModel="-";
uniformClass="newsuit";
containerClass="Supply20";
mass=30;
};
};
};
I didn't even use the other one in game, that's the only one I've loaded up with since you gave me the suit code
nothing looks wrong with the code I sent?
Must be the base thing I guess
I just have no idea what the hell the base_F actually is
usually a _base config is set up so that all same type of objects can inherit the default config suff from it
and saves the trouble of writing the base stuff on each of them
if you are inheriting from a actual unit then this should work
The problem is that the actual unit I inherit it from has the model set as the default soldier
which is why I kept mentioning the EBO lock
because I thought that it doesn't point to the right model and that might have had something to do with the model not being publicly available to mod
even in the config of the Civilian (Formal) Black, which is the black suit, the model is:
model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d";
which is obviously not correct
this is the uniform that character is wearing
and it points to a different character
Right so what do I need to reference then? I'm currently using the last piece of code I put in, and I'm referencing the U_B_ParadeUniform_01_US_F, does that mean that in theory, I shouldn't need to do anything else? If so, not sure why it isn't working, it should inherit the info from the picture you sent right?
you want to edit the character this uniform above is using
so "\A3\Weapons_f\dummyweapon.p3d";?
U_B_ParadeUniform_01_US_F?
So is the code I sent not already doing that?
I'm just really confused at this point, hate to have this many questions
it is not
it is inheriting from B_Officer_Parade_F
character B_Officer_Parade_F is using character U_B_ParadeUniform_01_US_F as a uniform
but the the config currently is replacing the used uniform
I dont know how to explain this better at this time
without writing the whole thing
Right so I should replace B_Officer_Parade_F with U_B_ParadeUniform_01_US_F in cfgVehicles?
Tried doing that in the meantime and all I got was a generic cannot load message, and in the arsenal the character was then naked
Anyone else got any ideas? Completely stumped and I can't find any advice about this online
@full quarry Any ideas?
sorry not more than what I've written. I dont really have the time to write it all up in way it works
Does anyone have a quick script to put texture on a cube?
I think I need an .rvmat file
I am trying to get a textured cube
Because I am new to arma dev and learning
I know how to import a cube etc. Just trying to figure out how to apply the texture I have.
so you have a addon with a cube that you can spawn in game?
Yes
why did you not put the textures on it in the model?
that is how its normally done...
Then I don't need to add stuff to my config file?
depends what the end goal is
just adding cube sounds a bit pointless
what is it that you are trying to achieve
To learn how to add a texture to an object in Arma 3
are you using just Object builder or are you learning to use some other 3D program
Why is this chat so dead for the official arma 3 discord. I literally can't find anything on the internet to solve my issue. Surely someone knows what's wrong here. I don't know what else I can do
possibly many people are in same position that they would have to write the thing up from scratch to see where the problem lies
its not like anyone here complies the code in our heads
I just don't get how after 3 months there is NOTHING on the internet about it
I've seen people that have done it in game via screenshots but no clue how they did it
you are trying to find way too specific thing
the main issue here is that you dont yet know quite how the configs work and what to put where
but i suspect you are trying to find the exact config for this uniform
and that type of stuff is pretty much never posted from my experience
I just want a custom uniform to appear in game
that's it
no more, no less
You showed me the picture of the suit, that's great, all I need to know is how to get that parade uniform changed
Not sure really where to ask about this, but when packing my pbo with pboProject, I get this in the packing.log
creating a texheaders.bin
impconstruct\data\platform\icon6.paa:Internally generated throw. See stderr for msg
Internally generated throw. See stderr for msg
detex: Internally generated throw. See stderr for msg
texheaders.bin failed
and this in bin.log
16:05:32: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
16:05:32: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
16:05:32: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
16:05:32: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
16:05:32: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
16:05:32: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
16:05:32: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
Accidentally deleted msg sorry
the registry stuff is nothing you need to worry. its not related
Ah, what about the See stderr? I don't know where to really find that
looks like your .paa file there is somehow faulty
Weird... should I just use the iconStaticObject instead of trying to make my own?
That would probs be a lot easier than trying to troubleshoot my .paa file.. ima just do that. Thanks for the heads up
@full quarry I use Blender for modelling and 3D substance for texturing.
Id recommend then using Blender and blenderArmaToolbox addon to set up the models for direct p3d export
you can then assign the Arma texture and material paths directly in Blender
for each blender material in use
@lament fulcrum have you read the class inheritance and character and gear encoding guide on the Biki?
@full quarry I think I might know what it was with my .paa, but not fully sure. Might've been late at night, so I didn't fully realize, but I saved the .paa as ARGB8888 which is different from my other .paa which are DXT1 😅
I overlooked it not really thinking it would be an issue
Any insight on this?
Yes mate, extensively and I can't seem to figure this out. I know it needs to inherit the Veteran (Parade) uniform, but I can't seem to get it to actually inherit the right class
What are you trying to do?
you are not using correct texture name suffixes at least
The full class name is
Item_U_B_ParadeUniform_01_US_F
So shouldn't the inheritance be called for that?
Not fully sure since I don't work with uniforms too much, I would need to find the code in my a3 files
So you're saying to try it like this?
class CfgPatches
{
class TemporaryTestFolder
{
requiredAddons[] = {"A3_Data_F_AoW"};
requiredVersion = 0.1;
units[] =
{
"newsuit"
};
weapons[] = {};
};
};
class cfgVehicles
{
class B_Officer_Parade_F;
class newsuit: B_Officer_Parade_F
{
scope=2;
scopecurator=2;
uniformClass="newsuit_U";
hiddenSelectionsTextures[]=
{
"TemporaryTestFolder\data\ParadeUniform_Test.paa"
};
};
};
class cfgWeapons
{
class Item_U_B_ParadeUniform_01_US_F
{
class ItemInfo;
};
class newsuit_U: Item_U_B_ParadeUniform_01_US_F
{
author="$STR_A3_Bohemia_Interactive";
scope=2;
scopecurator=2;
displayName="## test uniform ##";
hiddenSelectionsTextures[]=
{
"TemporaryTestFolder\data\ParadeUniform_Test.paa"
};
class ItemInfo: ItemInfo
{
uniformModel="-";
uniformClass="newsuit";
containerClass="Supply20";
mass=30;
};
};
};
I would say so, U_B_ParadeUniform_01_US_F only really defined a name and count. So I don't see why calling to the main class would hurt
Right, so the 'Item_U_B_ParadeUniform_01_US_F' isn't just the ground object then?
I always thought that was for the little stack of clothes you see on the ground when you take the clothes off or place them under items. Didn't know it would have an effect on the ability to link uniforms to an arsenal but I suppose it makes sense.
Arma just decided it wants to install 26GB of mods so I'll test it once that's done, in the meantime I appreciate the response mate, it drives me nuts trying to do this shit lol
Experiment with it, don't really take my word as absolute. I mainly work with building models, so that's how I inherit classes 😅
I'm basically trying to get a nice uniform together for a person who's been in my unit for more than a year now and is soon going off to the US Marines, he's been a solid dude and we just wanted a cool way to give him a good retirement from the place, once we saw these parade uniforms, I've been foaming at the mouth since they look so great, but with all things that are great, they come at a price, and that seems to be my sanity right now 🤣
This is how the uniform is appearing in game without the Item_ first, this is with the code I sent, so hopefully this simple change makes the lightbulb moment happen
Use A3_Data_F_AoW_Loadorder as the requiredAddons
It'll ensure all of the AoW classes are loaded before your addon
In CfgVehicles:
class newsuit: B_Officer_Parade_F is inheriting from the wrong class. That is why the model is wrong. The correct class would be B_Uniform_ParadeUniform_01_US_F. That is the actual officer uniform class with the proper model.
In CfgWeapons:
newsuit_U: Item_U_B_ParadeUniform_01_US_F is also inheriting from the wrong class. The correct class would be U_B_ParadeUniform_01_US_F.
In order to find the actual class to inherit from, go into the arsenal, find the uniform you want and copy its class name. Once you do that, go into the config viewer (I STRONGLY recommend Advanced Dev Tools mod for this), find the class name you copied. Under the sub class ItemInfo there will be a property called UniformClass. That is the correct class in CfgVehicles that you want to follow.
{
class OfficerU
{
name = "Officer Uniform";
author = "Aiglos_";
requiredVersion = 1.0;
requiredAddons[] = { "A3_Data_F_AoW"};
units[] = {};
weapons[] = {};
};
};
class CfgVehicles
{
class B_Uniform_ParadeUniform_01_US_F;
class OfficerU_Pink: B_Uniform_ParadeUniform_01_US_F
{
scope = 2;
scopeCurator = 2;
displayname = "[AGLS] Officer Pink";
uniformClass = "AGLS_Officer_Pink";
hiddenSelections[] = {"camo1","camo2","camo3","ribbon","nametag"};
hiddenSelectionsTextures[] = {"OfficerU\data\agls_officer_pink_co.paa","","AGLS_OfficerU\data\agls_officer_pink_co.paa"};
};
};
class CfgWeapons
{
class U_B_ParadeUniform_01_US_F
{
class ItemInfo;
};
class Officer_Pink: U_B_ParadeUniform_01_US_F
{
displayName = "Officer (Pink)";
author = "Aiglos_";
scopeArsenal = 2;
class ItemInfo: ItemInfo
{
uniformClass = "OfficerU_Pink";
};
};
};```
Here is my config that works.
Wow I really have been oblivious to what was there in front of me, I always looked at the model, hiddenselectionstextures and that was all I could seem to find, the hundreds of lines just got me dizzy and even more confused. I really do appreciate that mate @latent magnet That's brilliant work. No worries @clear bison thanks a bunch for just joining the creative space, no suggestion is a bad one. I'll go ahead and try that code you sent out if that's okay with you @latent magnet ? You didn't need to go in game and everything, I feel bad as well as dumb now haha.
I do graphic design but I sure as shit don't do coding, so this was something I don't think I'd have picked up on to be perfectly honest too.
Go ahead and use it
just remember to change the filepaths and class names to your liking
this is probably custom character?
hard to tell from the picture
also the gamma/contrast is very strong
so makes it qutie hard to see what you mean
@final briar any chance of better picture?
I think its my rvmat. B/c I only have CO, and NOHQ. But its trying to pull the other mats. I cant find an rvmat template just for CO, and NOHQ.
why would you put in only co and nohq?
that won really work properly in game
what you need is properly set up supershader rvmat
if you dont have some of the textures it uses you can use the procedural textures that can be found on the default_super.rvmat from P:\A3\data_F\
supershader..
Anyone need high quality swatches of DPDU or DPCU for retexturing hmu, I have produced 2048x2048 seamless textures of both
So... I'm a little lost lads... V_PlateCarrierSpec_wdl ... I canot seem to find the texture for that in the PBOs... am I just blind?? It's part of the Contact DLC if I'm not mistaken
why do you need it?
Want to chuck on a name patch 🙂
ahh alright
Might've solved this. Seems they are hidden in an .EBO file, but I found a similar one in another expansion. Cheers anyway
Anyone that does Texture requests?
I don't know if this is the right place to ask this but does anyone have a png of the pattern of Jungle CTRG Camo For an art Project.
Only have the normal one but you probably can change the colors - https://i.snipboard.io/9I2Myl.jpg
Thanks!
Any easy way to convert all jpgs in a folder to paa? I feel like there was but I forget
Well if you pack with pbo project it does it for you
arma 3 tools could be helpful too: https://prnt.sc/13063eg
Arma 3 tools has texview, which is how I normally do it. Open each file, save as PAA. But that's individual, and I have a lot of textures to do
@orchid oak this time it's for a mission file, so I mean, I guess I could pack the mission file with pboproject, just never tried that
you don't have to make it one by one, use imageToPaa: https://prnt.sc/13065w1
drag and drop your textures then click process files
oof
I have something 300 hours in A3Tools and quite literally never even saw that button
Feeling dumb rn
thank you
Well, it fails to convert every file. Any clues why that could be?
I'm converting from jpg
Conversion works in texview too
Do you have spaces in the names?
Try png or tga
Wasn't it possible to have a live-update in Object Builders Buldozer, when chaning the rvmat with Material Editor? 
Is anyone aware of an issue where if you're too close to an object it changes color? I don't know if it was my RVMAT or smth, but when I'm a decent distance, the textures remain, but when I get close it goes all red.
Dunno about material editor but saving rvmat in text editor should refresh. Though I did have some trouble with that lately
Got pics?
Doesn't want to 😑
I am pretty sure, that i did it once, but can't remember if i did something else before that 
Odd. 
Can't post them since I don't have permission to post pictures
You can post links to them
probably bad first lod
so, im trying to do a transparent image (_CA) file. This is using substance painter to export out the image. The way i have my output map is a RGB + A format. RGB is Diffuse RGB channels. A is Opacity A channel. This is being exported out as a .tga. however its not actually showing up as transparent in game although it does show my base coloring/detail maps. Opacity channel is added, and the individual layer opacity is set to 0.0.
Opacity should be from grey channel
should fix your problem
ill swap it over and check it in the morning
Good luck
the wiki has a distinct lack of info on using SP for textures lol
what? you can use these tools for something other than arma modding? Inconceivable
It was, my bad lmao
But now I'm having an issue where my muzzle flashes for my vehicle's weapons are just sitting there... when they should be hidden until the gun fires.
I have the path set to the correct area on Object Builder, which is no issue since they show up, but I do have them set to proxy. So not sure why they're appearing
Is it defined on your model.cfg?
This is the part where I question if I missed something on the Wiki
Thanks @orchid oak again
do hiddenselections support multimats/_mc texture? I am trying to make a house that people can change the color on the fly
probably not completely since multimat is RVMAT
and hiddenSelectionMaterial is a bit buggy
Alrighty, ill probably just do different p3ds i guess
and the _MC is defined in the rvmat
and for terrain use, the config variants would not work either
what do you mean?
ah right
confirmed this worked for me. thanks man. I thought it didnt, then realized i had my opacity layer set to 0 instead of 1 like an idiot lol
hello everybody, I have just a quick question for you. Is it possible to force the engine to use ARGB8888 (or ARGB4444 atleast) instead of ARGB1555?
https://i.imgur.com/hgJdGd4.jpg (the alpha channel is just fully visible or fully invisible)
The relevant object is Land_vn_b_prop_mapstand_01 in the new cDLC, I am changing it's hidden texture
Not if the model didn't have an alpha texture applied in the first place
Is this function works for weapon accessories as well? (for suppressor model) https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews
Not the attachment itself. Might be able to make it work for the eden editor grounholder for your suppressor but they tend to have bounding boxes much larger than the attachment itself
okay, so how do i create inventory preview for it?
Screenshot and crop I guess
oh okay so, i thought it has a standard because all of the Arma's muzzle accessories has a preview pictures from the same angle
whoever made them, probably had some sort of setup for it that made consistent images from same angle
okay thanks for the infos
Hey guys what shader You use for substance painter?
i personally use metalness or pbr spec gloss. legacy spec gloss works as well, but duck me if i am gonna have 2021 gen content made (raw files) in a non PBR fashion
what dictates if an alpha channel in the texture turns something invisible or just black on the model? is it something in the rvmat?
Model I believe. If the model uses non-alpha tex, black, otherwise, alpha'd
oh so the model has to have already been binarized using a texture with an alpha?
Correct, if my understandment is true
damn
So yes, there's nothing you can do, I assume
yes this is correct
in general hiding things with transparent textures is very bad for performance anyway
Why?
transparency calculation is demanding for gpu
I was planning to add some weathering/breakup decals because usually my _mc texture on multimats doesn’t have enough texel resolution to look good, obviously this would imply using transparent textures, would this be bad for performance?
@full quarry
well. yes it will have some minuscule hit
and since it needs to be different shader type it adds drawcalls
Imo better option could be splitting the model into multiple MM materials
But that would add drawcalls anyways, I was thinking of a single 2048x2048 supershader that had all my decals that I can re-use throughout the building
alrighty thanks
Hello there!
Im learning retexturing for our unit AUX mod 🙂 i need someone to help me that when i try to extract the 3CB mod pbo file the PBO manager does not want to Extract it, other than that it works fine on other things im trying to basically have few customs edits on uniforms/Equipments for our unit contributors.
if it does not extract, its possibly they dont want you to open it
So in the other unit they did. Any thing else i can do?
contact the author
I guess this is a good enough place to share this...
I made a (sorta) higher res version of the colonial altian flag with different pattern colors in the middle
I'm just curious where I can post something like decals and insignias...
post what?
they posted the flag on the cww server, i would assume just post them somwhere where others can download and use them
https://steamcommunity.com/sharedfiles/filedetails/?id=2495519736 @halcyon ravine id suggest doing what this guy does and just upload it as a mod with preconfigured flagpoles and banners
Hey does anyone here have any advice on how to setup substance painter in the best way possible? My substance viewport texture keep looking way different than they do in arma the colors are almost always off
spec gloss legacy or https://github.com/ianbanks/arma_3_substance_shader @shrewd shard
not sure if there is a newer more updated version available by @ancient smelt
Nup, around the time Adobe bought Substance Painter they kinda gave up making shaders better.
But let me know if something has indeed broken recently (I last checked a few months ago).
Thanks ill definitely use it hope it gives me some better looking results
hey is there a way to go from PBR to a super shader in substance?
currently all of my black rivets go chrome
What does this do for Substance Painter?
?
Was mainly asking what makes it different from just using base substance painter
It kind of makes it look how it’s going to look in game, and you can adjust specular, specular power, etc
Oh
Hopefully my friend can find some use of this xD
Quick query, with the parade uniforms, the buttons are all in gold. I was trying to recreate a USMC Service Dress (Alphas) but the gold isn't easy to overlook, it needs to be black. Is there a way to edit the colours of the buttons or are they locked to the uniform model?
is this the right channel for complaining/wondering about the compression on my textures?
Go for it
I dont have the files ready to show you, BUT I can recall most of my problems
So I am working on a re-texture for my group/community and all is working well except for the .paa quality
I am creating the textures with gimp and the GIMP PAA Plugin form Gruppe Adler but the end product is an abomination
I also tried saving them as jpg, png or tga and converting them with TexView2 with different settings but the result is almost exactly the same
I have been searching the interwebs for weeks now but didn't find anything that solved my problem and now I'm kinda out of options...
- don’t use any .paa plugins
- never use jpg (because of compression artifacts)
- use either .png or .tga
- use proper suffixes - see pinned
- use texview / imagetopaa
show what you mean by compression on textures
imgur is best
As you can see the edge of the camo pattern has a lot of quite large squares
Those squares get worse the more colors there are
Those PAAs on the right were created using the above mentioned PAA Plugin
BUT even when exporting them as PNG and converting them using TexView OR imagetopaa I get almost the exact same result (just a different shade of green)
https://imgur.com/a/IkvNhmR
Like I said I already tried different settings and the suffixes but nothing seemed to work
I always get the same end result with the only difference being the shading of different colors :/
Basically it means that your texture contains too many colors.
You will need to reduce them.
4real?
u cant be serious, right?
Then how can some of the vanilla textures have twice as many colors as one of my rather simple textures?
And also, i just tried it out with only three colors and I still get the same problem
Example from earlier (Black, Grey and White "Camo" Pattern):
Color depth: 32 bit
Title: Test3_CO.png
Res: 2048x2048
Results
GIMP To PAA: Compressed with those artefacts
ImageToPAA: Compressed with those artefacts
TexView2: Compressed with those artefacts
Should I be using 24 Bit Color Depth instead of 32? I seriously dont see what I am doing wrong here...
Areas of solid colour don't work so well
If that's the case then how does the Apex Dazzle Ghost Hawk look so flawless?
Because it's got weathering, noise, ambient occlusion and curvature overlayed on top of the camo pattern that means most pixels aren't the exact same colour next to each other
It's a diffuse texture of a vehicle, not just a camo pattern
So it would probably help if i just make the camo overlay slightly transparent?
It would probably improve things
Though it's a very basic approach to retexturing something
Yeah I know. I'm just getting into this
And also it does help a bit
Right now I am focusing on getting our stuff ready and functional, after that I can still improve the texture quality
But you have helped me out quite a bunch! Now I know how to tackle the problem and also know its worth it because my stuff won't look like total garbage!
Thanks guys
especially @nocturne lake 👍 
Is there any way to find templates for RHS:SAF textures? I want to make a full mod with factions and everything for the war in yugo, but I'm not all that handy with making a template of a texture with Gimp, like that tutorial I found on yt.
@slender gustthere are none, no
how would I be able to make a texture visible through thermals?
Thermal texture is in the .rvmat
applies only to vehicles and characters though
so i'm trying to make a camouflage pattern for arma 3
essentially its just standard woodland camo but the colors are changed
anyone know how i can do this?
like with gimp or paint.net or something like that
yes with gimp or paint or something like that will work
Adobe photoshop
ms paint on windows xp
Use the magic select tool on a sample of the camo you want to edit to select all shapes of that colour and then edit the colour
So quick question, what is not and is not allowed in terms of reskins?
Depends whose stuff you're retexturing
i'm currently planning on retexturing some base game helmets like helicopter and tank crewhelmets.
Then it shouldn't be a problem so long as you're doing it by the config and not trying to hex-edit and redistribute the model files
Aight so what your saying is basically, no editing the 3d model and only post it on the workshop?
You can host the .pbo wherever you like
also might be best to not put in any questionable picture material
Hey, so this is a strange one I guess, idk where to put it...
I was curious if a modder familiar with modding ARMA 3s textures (like uniforms, helmets, vests, bags~ that sorta stuff) would be willing to help me get started in modding myself, or would mod some uniforms for me.
My friend and I are building little armies and want to have them fight eachother, and I want to make a custom camo for my soldiers. I already made the camos, but I’ve been struggling for a good week to learn how to mod them in.
I’m in medical school atm and finding the time to learn how to mod ARMA is a bit much for me now.
Thanks for anyone who’s willing to help 🙂 if you want to help you can DM me, I work night shifts so I’ll get with you when I can!
(I’m copy pasting it :3)
Is emissive mask works on correctly in Arma3? and if so, is there a value for emissive that would allow the mask to function properly?
There’s no emissive mask in arma afaik, you define the emissive values in the rvmat
there is a special super shader from take on helicopters that works semi like that
buut its not really documented
it may also have some other undesireable effects
have not seen it used almost ever
I got it, thanks!
Does anyone know where the textures for the Hunter's turrets are?
nvm I found it
Hey guys. How do i make my own texture templates? I've found some templates for vanilla stuff but i want to retexture mods but i don't know how to create templates for that.
well you can take any ready template as an exaple and create similar layers for any other texture
A lot of it may be very manual paint work since ready textures are not really designed to be split into templates again
I just use the shader textures if the colour texture doesn't work for reskinning
Hi, i am having problems with the textures, for some reason when i put the textures on the models, they appear on some parts black, but in the textures they are fine, i think this is about the uv mat but i dont seem to get it working properly
I am currently using the Substance Painter but i dont find the config for exporting anywhere properly
anyone know where I can find some funny custom faces?
@hazy flare you may want to first make sure your uvmapping is done correctly
before you start anykind of texturing
The thing is some part of the texture apears black
but when the light hits the model it disapears
i expect to be darkest like it is in shadow but, half of some parts of the model are in complete black and the others are shadowy
then it could be you have broken normalmap and/or AS texture on it
or if its like that in substance already its likely a model problem
yeah it was the ambient oclusion
are there any photoshop templates for creating skins?
Which skins?
ifrit
I was wondering the same as I make mine
Sorry if this isnt the right place to ask but how do i add a custom image to a mission file?
Looking to make a custom flag
- Make a jpg or paa file
- Put into a mission
- Whatever script
- Profit
step 2 is where im getting lost as stupid as that may seem, i export it to the multiplayer mission file and it arrives as a PBO and im not really sure where to go from there since im new to this
- Make a file
- Put into your folder
- Whatever script
- Extract as a pbo
- Profit
Do I need extra maps for my .rvmap, or can I get away with just a base color map for testing purposes?
not much to test with rvmat if you dont have the extra maps
but yeah you can use model without rvmat
or with a rvmat that replaces textures with neutral procedural ones
Do I require an rvmat if all I need is a color map, and no other maps?
I checked in Object Builder, and it worked without an rvmat, but I'm wondering if that's just a buldozer thing
usually you do need rvmat to make model look correct in the dynamic lighting
Does anyone know where I can find the MatTemplates folder for Material Editor? It didn't show up in my P: drive at all.
The wiki I'm following said that it should be there already
I'd recommend using just text editor to edit rvmats
Does Pboproject binarize RVMATS?
hi i need help from someone who retextured the vanilla stealth uniform before
im looking at a template texture of the uniform now
and i have no idea where to locate the collar part
im talking about this part
i found out where it is
thank you
only problem is i cant change it without making it look ugly
but thanks for help anyway
Does Arma 3 expect a normal map that has a primarily yellow color, or one that's more blue?
there is no such thing. normal maps are standardized...
arma uses tangent space in directX format
Is there a limit on how many uvmaps I can use on a supershader? I am trying to set my _mc to uvSource = "tex2"; and _adshq to uvSource = "tex1"; (co, nohq and smdi are using tex) and it's not showing my _mc
I tested my _mc with uvSource = "tex"; and it works, so it's not a texture problem
Also shows up in blender fine so I don't think it's a uv problem, my uvmaps are called UVSet 0, UVSet 1 and UVSet 2
Which leads me to think the problem is in the rvmat
https://pastebin.com/FZMCS7G6 This is my rvmat if anybody is able to take a look
Ended up just using UVSet 0 for my _MC, but if anybody knows something I might be doing wrong I'd appreciate it
2 sets tex and tex1 of I recall right
Normally that is all you need
Tex for 1 uv space textures, tex1 for tiling uvs if you have any
Hey, it's me again.
I just found out about Arma 3 Samples on steam and I am "blown" away by how much of a difference the provided files make in the PAA quality.
I noticed that there are samples for the base game vehicles and stuff but only for the DLCs
Is there any way to get those samples to or would I have to create them from "scratch"?
Thanks in advance
@zenith crater if you mean the texturing templates there is a thread on BI forums for community made ones
other than that, the samples are all that has been provided
Ok, thanks a lot
Damn that’s unfortunate
