#arma3_texture

1 messages · Page 47 of 1

mental radish
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Cool, I'll give that a try.

rare cedar
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Hi, I still have not succeeded with the layers

full quarry
#

?

rare cedar
#

Colors do not match textures

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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}};

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green must be grass "dlf_herbe_jaunie" , while he takes "dlf_champs_labourer"

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It's really strange

full quarry
#

is your actual mask file 20480 pixels?

rare cedar
#

yes

full quarry
#

does it have only 2 colors?

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or is there soft edges?

rare cedar
#

not just two colors

full quarry
#

it must contain only colors from that list

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if it has any other colors it will break

rare cedar
#

Its replaces an entire texture with another from the list ?

#

Sorry i'm French ,
the translation is hard😆

full quarry
#

the mask generation does not work if mask has too many colors

rare cedar
#

I will test one color by one color

rare cedar
#

Everything is good except one texture

full quarry
#

well now you have 7 in this same area already

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cant have 7

rare cedar
#

It is not possible to have more?

full quarry
#

not in one tile

rare cedar
#

How do I know the number of tiles? How to know the size of a tile

full quarry
#

tile size

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this was explained in the page you were linked earlier

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and there is no good way to see where the tiles are

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because they also overlap each other

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there are couple of mask check tools that can help

rare cedar
#

thank you for your help

rare cedar
#

reducing the size of a tile may solve the problem ?

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1024 x 1024 => 512 x 512

full quarry
#

well no completely

#

you will need to plan your mask so that each tile has only allowed amount of colors

rare cedar
#

ok thanks

rare cedar
#

We succeeded, big thank you @full quarry !

#

We will be able to build a beautiful map of France

full quarry
#

👍

junior berry
#

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

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nvm I can't post pictures I guess. Its for the Cessna BTT plane

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I can't remove the gloss

orchid oak
#

Specular/specular power

full quarry
junior berry
#

Ah awesome, thank you and @orchid oak thank you

golden plover
#

would i need id map from substance painter? because im having problem baking it

full quarry
#

for Arma?

golden plover
#

yea

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error on id map in substance when baking, the rest is fine, if it is not needed, i could just uncheck it

full quarry
#

not needed no.

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I strongly suggest finding the Arma export settings/shader for SP

golden plover
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ah okay thanks

dense peak
#

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:

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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

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perhaps i have to change those texture settings in rvmat? ambient, specular etc?

proud galleon
#

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.

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e.g. the way the Sahrani terrain was done

frigid escarp
#

Shelestov#6717 might be able to advise @proud galleon

proud galleon
frigid escarp
#

@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

proud galleon
#

ok, thank you very much, I'll see if the discord posts clear my doubts and if not I'll message him sometime :P

frigid escarp
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is it a requirement to have unique rvmat names or what does the engine do in that case?

nocturne lake
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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

frigid escarp
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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```
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and this - they were all sharing the same rvmat, so if you load them together, it gets the wrong texture and material applied

nocturne lake
#

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

frigid escarp
#

yep thats clear

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the point being rvmat data merged into a p3d is not "local" to the p3d necessarily during runtime

orchid oak
merry marten
orchid oak
#

you can use a nohq map combined with the diffuse and smdi maps for that

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but nohq is the one who gives the impression of the bump

dense peak
frozen blade
#

@dense peak how do you convert these textures from whatever 8bit file format (TGA or PNG) to arma's .PAA?

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also, not that conversion means compression

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so solid colors will have issues

dense peak
#

I export the textures from substance painter using "arma with opacity" export preset to png, and then the process of ImageToPaa

frozen blade
#

are the files following the naming suffixes

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before converting

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using "arma with opacity" export no idea what that preset is

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but whatever

dense peak
frozen blade
#

for naming suffixes - check pinned in this channel

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can pastebin the rvmat

dense peak
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should i paste the whole rvmat or just upper part of it where it names diffuse, specular etc.? Sorry im a noob at this 😛

frozen blade
#

the entire rvmat used

dense peak
#
{
    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};
    };
};```
nocturne lake
#

Not sure why you have your own _co texture in the environment map stage

dense peak
wise dagger
#

@dense peak you should use this on Stage7 texture: a3\data_f\env_land_co.paa

dense peak
#

alright, thanks i'll fix it and test it out.

full quarry
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the Stage7 is set up to use terrains EnvMap so it does not really matter what is put in the texture line

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the env_land_co is better for buldozer preview though

merry marten
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Does anyone here use gimp?

full quarry
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Yes.

latent magnet
#

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.

dense peak
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gonna see if tga works

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nope still got crust with tga

full quarry
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take in the transparent selection by 1 pixel, and make sure the texture area under the transparency is not white

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and save it with correct texture _suffix before converting to paa

dense peak
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_CA

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what do you mean by take in the transparent selection by 1 pixel?

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like erase it?

full quarry
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first make sure the suface under the transparency is not white

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you can also try 99% transparency instead of 100% transparency

dense peak
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so it has a transparent background and it looks fine if a I put a contrasting layer under it to check

nocturne lake
#

Using .png transparency instead of making a proper alpha layer can create these kinds of problems

dense peak
#

how do I create a proper alpha layer?

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all I see is my layer and the checker transparency background

nocturne lake
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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

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Alpha channel

dense peak
nocturne lake
#

Alpha works on the basis that white = opaque, black = transparent

dense peak
#

ah

dense peak
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I think I got it

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nvm alpha mask doesn't seem to be doing anything

nocturne lake
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Alpha channel is inverted

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Save as 32-bit _ca.tga and convert to _ca.paa

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Open _ca.paa in texview after that and you should see it has transparency if texView is in RGBA mode

dense peak
#

I did all that, I think I found the issue

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I think it's saving without the alpha channel

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I tried using gimp exporting it as a tga, texview says it can't open that file

dense peak
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so gimp is a pain and photoshop 7.0 doesn't like to export the alpha channel on pngs and tgas

dense peak
#

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

slender bramble
#

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

silver gull
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@grand warren ^ thought you might know?

grand warren
#

yes, we allow retextures as long as CUP stays a dependency and no ripping

slender bramble
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Nice! Yeah, CUP stays a dependency, no ripping involved.

glass cradle
#

Hello!

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How can I reskin firewill aircraft?

full quarry
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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.

glass cradle
lethal condor
#

Depends. If you wanted to make a lot of retexes, you will take a lot

glass cradle
#

Hmm

full quarry
#

why does time matter 😄

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if you want to do it, it takes what it takes

glass cradle
#

There isnt a template

serene palm
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You'd have to extract the texture from the mod's pbo

frozen blade
#

@serene palm that's a bit of a no no for an advice

full quarry
#

@glass cradle you would have to make the template yourself.

full quarry
#

drawing it?

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I dunno, I dont make templates or retextures really.

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Check out BI forums editing section if there are any tips

glass cradle
#

Hmm

serene palm
frozen blade
#

@serene palm generally speaking, unpacking pbo and cheery picking is called reverse engineering, which most respectable mods have a clause against it.

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i am not saying it isn;t common practice, especially for 3rd party content (considering most A3 models have templates already available)

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same for permissions, most people tolerate derivative work, they do not actually (legally) allow that

serene palm
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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

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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.

full quarry
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Id say its polite to ask the author.

serene palm
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Definitely another good call

proud galleon
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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.

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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.

full quarry
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some of that should be possible yes.

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also using multiple different pattern layers and applying random alpha patterns on them works

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so when they overlay each other the break each other

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another way could be suing L3DT with custom climate that uses multiple variations of same land type with slightly different parameters

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so there could be for example 4 grass materials with different patterning and it would mix them up

proud galleon
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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

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just have to take the time to set them up D:

full quarry
#

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

dense peak
#

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

full quarry
#

but if your GDTs dont blend together then work on that first, sat colors should not deviate too much from the ground texture colors

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some variation is nice but where ground is brown, sat should not be green etc

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@dense peak I doubt the textures match between different models

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so very unlikely

dense peak
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how would i go about making a template for it? im quite confused

full quarry
#

template is s texture file

full quarry
#

no

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those are textures made by a template

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or well not even a template

quaint torrent
#

Anybody looking for work

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Need cars / uniforms done , will pay

full quarry
#

usually texturing is made in other programs these days directly on the 3d model

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retexturing process is quite a lot different from that

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@quaint torrent wrong channel, use #creators_recruiting and please list details on what you are after

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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

dense peak
full quarry
#

template file is not exactly mandatory, its just collection of layers to make painting a texture easier

dense peak
#

oh right i see

full quarry
#

you can paint a texture file from just an empty file

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it can be quite hard though when you dont see whats where.

dense peak
#

so im good just to paste the camo onto there without a template?

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the camo itself is literally just 1 solid colour

full quarry
#

no

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or well Idk

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it probably looks poop

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if you do it like that

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I dont do retexturing, I work with original models.

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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

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you will fail in it too before you learn how to succeed

dense peak
#

you were right it looks poop

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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

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will what ive done even work

full quarry
#

well it will cover the model

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but it wont really look like anything

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Id wager you wont find a tutorial that goes through every single step

dense peak
#

is it worth me continuing without a template?

full quarry
#

well thats how its been done way before anyone made any templates

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but you will have quite a bit of learning to do

dense peak
full quarry
#

well probably some of that applies to not having a template

dense peak
#

will i need to change anything in the config seeing as im basing it off of another mod

full quarry
#

you dont pack your stuff with the original mod

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you make a new one with new config that inherits from the original and creates new classes that use your textures

dense peak
#

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

full quarry
#

yaah you have some more stuff to set up

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you need to set up the P drive and the tools properly

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and elitentess is not the correct pbo making tool

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pboProject is

dense peak
#

im just using it as its the one in the tutorial lol

full quarry
#

most video tutorials are unfortunately mostly wrong

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especailly in the P drive and tools setup part.

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making tutorial does not necessarily mean the maker actually knows whats what.

dense peak
full quarry
#

since you are using Mikeros tools arealdy Id advice using Arma3P from there

dense peak
#

how would i do that? ive looked at the wiki and it seems the options have changed

full quarry
#

check out PMCwiki pDrive and tools setup part

full quarry
#

looks like you did not use the PMCwiki tutorial then..

dense peak
full quarry
#

cant help with that. sorry

dense peak
full quarry
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dunno, I use the PMCwiki method

bronze gyro
#

hello, is it possible to change texture of helmet using setObjectTexture?

full quarry
#

no

bronze gyro
#

f

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so uniforms are the only wearables that can be changed using that command?

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vests and backpacks dont work also?

lethal condor
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Backpack is true, vest false

bronze gyro
#

so vest and uniforms can be changed?

lethal condor
#

No vest

bronze gyro
#

so uniforms and backpack?

lethal condor
#

Ah you got the opposite sorry

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Yeah, uniforms and backpacks

bronze gyro
#

i am confuse

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ahhh okok

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thank you

lethal condor
#

Sorry my native language bout it, Japanese answers “Yes I won't” to answer “Don't do A”

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Note that, to retex backpack, you need to use this kind of code:sqf backpackContainer unit setObjectTexture [0,"blabla.paa"];

bronze gyro
#

thank you

royal lynx
silver gull
#

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.

royal lynx
#

Thanks. It seems, I will have to separate it.

stone steppe
#

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

worthy geyser
#

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:(

worthy geyser
#

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.

stone steppe
#

I have find the texture, thank's

worthy geyser
#

it just looks like a regular vanilla vehicle to them, unless they put it down themselves

modern reef
#

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?

full quarry
#

BI forums has a template collection thread somewhere

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could be there

modern reef
#

I will check again in case I missed it, but I dont remember spotting it there

full quarry
#

could be there are none

serene needle
#

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

full quarry
#

thats not quite how you want to texture that thing

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you said you are just testing it

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you will want to look into how multimaterial works

serene needle
#

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

modern reef
#

checked and sadly no dice, a shame

full quarry
#

then it is unlikely any are released

prime glacier
#

Idk if this is the right channel, but the RPG-42 from Vanilla has a broken scope texture

lethal condor
#

How so? Describe

pale bough
#

I think I know what he's talking about

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IIRC the scope lens' UV is busted and it just shows the entire texture

sonic scaffold
full quarry
#

its something that should be reported in the bug tracker

prime glacier
#

can you show me where?

full quarry
silver gull
#

its a true reflection of the environment (map).... it just proves that the environment is totally busted

prime glacier
#

its the same anywhere

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this is tanoa

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see that everything seems to still be the same

full quarry
#

probs just wrong envmap set up for the lens rvmat

prime glacier
#

it seems to be the interior for some sort of vehicle

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i can read something there

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"12008966"

slender bramble
#

It looks to me like someone accidentally put some other object's albedo in the lens's environment map

prime glacier
#

Yeah

worthy geyser
#

Anyone know why people can’t see the vehicle retexture on our server?

lethal condor
#

How did you do?

worthy geyser
#

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

lethal condor
#

made it into a faction
Elaborate? You made a MOD that adds a CfgVehicles entry?

worthy geyser
#

Correct. I’ll send the steam workshop link. I’m afk, at work

lethal condor
#

Whenever a zeus puts it down, they see the texture, not the players
And this means Zeus but everyone sees the tex?

worthy geyser
#

Only zeus sees the tex, not the players

#

So whoever puts it down, can see it

lethal condor
#

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

worthy geyser
#

It is odd. Like when i zeus it in, it looks good. But everyone sees the vanilla texture

lethal condor
#

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

worthy geyser
#

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

finite trout
#

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?

lethal condor
#

Depends on the uniform. Look the config and check the texture path

finite trout
lethal condor
#

Uh excuse me?

#

In game you can get the filepath

ancient heath
#

so i have an issue with nohq

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a nohq paa

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and im not sure if i put it here

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so i put it in the config channel

wicked snow
#

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"};
};

};

lethal condor
#

Doesn't work how?

wicked snow
#

Like the texture didn't apply

#

but i've a new entity

lethal condor
#

So 7e_nh90_san 7e_nh90_armed have the original tex?

wicked snow
#

That's my new names

lethal condor
#

That's not the answer for my question

wicked snow
#

What's answer do you want ?

lethal condor
#

Yes or no. 7e_nh90_san 7e_nh90_armed have the textures from ffaa_nh90_tth_cargo ffaa_nh90_tth_armed right?

wicked snow
#

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 ?

lethal condor
#

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

wicked snow
#

Yes

#

And now, how can i fix it ?

lethal condor
#

Make sure:

  1. \reskin_ffaa\textures\nh7_san_co.paa exists
  2. Check if you can do sqf vehicle player setObjectTexture [0,"\reskin_ffaa\textures\nh7_san_co.paa"]
wicked snow
#

it works

#

hum, just my file exist

lethal condor
#

Lead to configFile >> "CfgVehicles" >> "7e_nh90_san" in config viewer, make sure if there's any eventhandlers

wicked snow
#

I don't see any eventhandlers

wicked snow
#

any others ideas ?

lethal condor
#

took a nap Do your helis have textureList[] property?

wicked snow
#

i don't know, how can i know ?

lethal condor
#

Config Viewer

wicked snow
#

i'll take a nap and check it smile

wicked snow
lethal condor
#

Try to empty it

wicked snow
#

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)

lethal condor
wicked snow
#

How can find the animation name ?

lethal condor
#

animationNames command or... maybe?

wicked snow
#

How can find the specific animationNames ? for example of this heli

full quarry
#

check config or check it with that command above

#

for commands:

weak marsh
#

Hello everyone I need help with re texturing boots to have brown leather not suede

frail stone
#

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

full quarry
#

Possibly wrong shader and/or wrong alpha sorting of transparent surfaces

frail stone
#

ok we'll search that, we already done the alpha sorting

full quarry
#

What shader does the glass use?

frail stone
#

we tried using super and glass

full quarry
#

same problem with both?

#

does the view geometry of the model match the wall and windows holes

neat cape
#

@frail stone Glass should be a plane face and no rectangle box

Is it a plane face?

neat cape
# frail stone 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?

frail stone
neat cape
#

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

frail stone
#

the thing that is super weird, the door of the building has some transparent face and seems to work fine xD

neat cape
#

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

frail stone
#

it didn't fix it :c

#

trying something else

full quarry
#

are the geometry parts properly set up?

#

does the issue happen if you remove the glass parts from the model?

frail stone
#

good question, testing it

full quarry
#

is the model packed into pbo correctly?

#

are geometric occluders used?

frail stone
#

well, addons builder but it pass pbo project when i build my map

full quarry
#

you really should build with pbo project

#

always

frail stone
#

ho, something that i never heard, "geometric occluders"

full quarry
#

what named properties does the building have?

frail stone
#

sbsource, prefershadowvolume, map and class

frail stone
#

ok i understand now how occluders work, i'll add it and test

full quarry
#

if you did not have it, you dont need it

#

you could try if canOcclude 0 has makes any difference

frail stone
#

oh, ok, it's fixed with canOcclude 0

#

thanks ! 😄

full quarry
#

if that works, there may be a problem in your view geometry lod

frail stone
#

ok, i'll check that and fix the problem 🙂 thanks 😉

dense peak
#

Hello guys, I need the Aor 1 camouflage pattern, do you have one?

#

Sorry Bad english

#

i use Translate

wise dagger
#

@dense peak you can find on google

dense peak
#

I couldn't find it. Can you send a link?

hollow pulsar
#

I don't know if this is the right area, but is there anyway to retexture the Tanoa buildings?

full quarry
#

no

#

@hollow pulsar

#

the files are not accessible in that way

hollow pulsar
# full quarry no

Well I was able to find the texture file, but how are they applies to the model?

full quarry
#

you can find the texture yes, but you cant edit the models

#

no is a no, this should not be hard to understand 😛

hollow pulsar
full quarry
#

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

hollow pulsar
spring crescent
#

any tips on uniform weathering? feel like my retextures are fairly flat compared to others

shrewd shard
full quarry
#

probably enviromental map reflection or terrain lighting

#

or texture compression

pure forge
#

Is there any texture updates for MH-53 out there

full quarry
#

whats that?

#

also I think you mistook this channel for google search bar

bitter linden
#

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?

full quarry
#

no

orchid oak
full quarry
#

its Arma 3 jets dlc plane

#

so no go.

orchid oak
#

ohh

#

yeah i had no idea what a To-201 was lol

neat cape
shrewd shard
#

Yea that fixed it thanks

neat cape
#

👍

bitter linden
full quarry
#

they paint over the texture file

#

like in the olden days

#

so basically

#

git

#

gud

orchid oak
#

are 4 256x256 sections more heavy than 1 512x512?

full quarry
#

yes

bitter linden
#

ah yes. manually lining up seams

full quarry
#

yes

#

thats how the other retextures are done

bitter linden
#

and right after I stopped doing that in the other games I mod because the workflow is awful

full quarry
#

no need to be sassy about it

bitter linden
full quarry
#

other option is make original models and use whatever fancy texturing method you want.

bitter linden
#

102-oT

full quarry
#

sooner you accept the facts the faster you can get to work

orchid oak
#

or are 4k textures just a no go in arma

lethal condor
#

4k is possible. 8k isn't

#

In fact some Arma 3 Jets assets like those jets, have some 4k textures

orchid oak
#

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

nocturne lake
#

Are the props proxied?

#

Proxies it’s best to use one texture per object I think. Since they are instanced

orchid oak
#

i could proxy them yes, but if I proxy them all it would turn out an insane number of drawcalls

orchid oak
nocturne lake
#

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

orchid oak
#

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

nocturne lake
#

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

orchid oak
nocturne lake
#

Well I was talking more about 4k load times

orchid oak
#

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

frozen blade
#

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

full quarry
#

Also too many proxies is a thing.

frozen blade
#

that too

orchid oak
#

Thanks so much for your input, I will stay with the 2048 maps then

rapid hollow
#

Which syntax is best to use when making a config for custom uniforms?

orchid oak
#

But don’t crosspost

#

Is there a way to make lower lods load mipmapped textures? Or does the engine do that automatically

full quarry
#

engine does that automatically

orchid oak
#

perfect

full quarry
#

on occaion engine might draw lower mipmap texture on higher lod levels too

#

its not range based

orchid oak
#

alrighty

severe rune
#

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?

nocturne lake
#

Does anybody even knowingly set PiP at less than the maximum 512 resolution?

severe rune
#

Thats a question too.
But you cannot know the answer to that one, I'm sure there is someone somewhere

lethal condor
#

Upscale why/how?

severe rune
#

irrelevant to my question 😄 You'll see when its done
Question is if it hurts anyone if I increase someones P2T/PIP texture resolution

lethal condor
#

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 🙃

severe rune
#

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

nocturne lake
#

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"

severe rune
#

What do you think the limit should be?

lethal condor
#

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?

nocturne lake
#

Hard to say, because even at 512 it's a performance hog

severe rune
#

Most of the performance hog is the CPU side work.
Increased resolution is GPU side which is usually underutilized in Arma

nocturne lake
#

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

severe rune
#

2048 seems good enough.
Also basically no FPS difference
I don't know if 4k would make sense

frozen blade
#

2k is a 4x increase. considering most monitors are still 1920x1080, with a few 2560x1440, i would assume it can work

severe rune
frozen blade
#

nothing against it as long as it is optional

#

i know some of the pip scopes would love some res increase

severe rune
#

its as optional as peoples desire to set every graphics setting to ultra 🤣

nocturne lake
#

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

severe rune
#

Didn't say that my video showed anything final 🍿

steady halo
#

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?

full quarry
#

you are likely not using correct config classes to inherit your nato uniform

lethal condor
#

One suggests it's here but I don't think so, if you're stuck in config just proceed in #arma3_config

steady halo
#

yea, Asked the same question there, got sent here

agile light
#

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

neat cape
#

@severe rune PiP works good if you know how to set up the UV Map

lethal condor
#

What is this? PiP Scope?

foggy torrent
#

on ultra wide monitor it's going to broken ratio again

copper bane
#

anyone in need of texture work hmu, happy to assist

agile light
#

works fine enough

nocturne lake
#

_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)

agile light
#

ah

#

interesting, didnt think it allowed for alpha transparency

nocturne lake
#

_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)

neat cape
#

With zoom options

lethal condor
#

Well I've never knew there's possibility to do such things

neat cape
#

And NVG

#

If you need more infos PM me i can give you a source example how to do 🙂

neat cape
#

I had to figure out and think reversed to make the PiP correctly displaying

foggy torrent
#

Yeah, it's arma bug. We are also using mostly 16:10 screens at work so probably it was calibrated for that ratio

severe rune
#

I don't know how that would happen, but I also never saw that bug (I use 16:10 screen :D)

neat cape
#

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

nocturne lake
#

Better than going to the gym

neat cape
#

And then i had the way how to do

neat cape
# nocturne lake Better than going to the gym

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

lethal condor
#

Yeah, issue solved 🤣

neat cape
severe rune
#

no

lament fulcrum
#

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.

full quarry
#

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

lament fulcrum
#

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.

full quarry
#

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

lament fulcrum
#

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.

severe rune
#

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.

full quarry
#

Art of War config can also be saved in a "all-in-one" config dump

full quarry
#

@lament fulcrum

latent magnet
#

Stylin

white cargo
#

gangster

polar rivet
#

good evening , i would like to ask is their RHS AFRF uniforms templates

frozen blade
#

@polar rivet there are no such templates available

polar rivet
lament fulcrum
# full quarry <@!195230296394694657>

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?

full quarry
#

mm one of the uniforms

#

dont have the files anymore. had to repurpose my test addon for something else

lament fulcrum
#

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

lament fulcrum
#

As you can see, not quite what I had in mind.

full quarry
#

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
};

lament fulcrum
#

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

full quarry
#

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

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.

full quarry
#

it gets easier after a few years

lament fulcrum
#

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?

full quarry
#

dont really know

#

could be

#

these are the important connections

lament fulcrum
#

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?

full quarry
#

I just took a peek at the all-in-one config dump I have

lament fulcrum
#

Is the base in there refering to the soldier or the uniform (arsenal) or the uniform (ground item)?

full quarry
#

the base does not really matter

#

it just provides the properties I dont want to change

lament fulcrum
#

right

#

so using this might work then?: B_Officer_Parade_F

full quarry
#

sure possibly

lament fulcrum
#
{
    class B_Officer_Parade_F;
    class newsuit: B_Officer_Parade_F
    {
        scope=2;
        scopecurator=2;
        uniformClass="newsuit_U";
        hiddenSelectionsTextures[]=
        {
            "TemporaryTestFolder\data\ParadeUniform_Test.paa"
        };
    };
};```
full quarry
#

if that is one of the officer uniform characters in game

lament fulcrum
#

It is, yeah

full quarry
#

the sure sounds alright

lament fulcrum
#

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;
        };
    };
    
};
full quarry
#

dunno

#

maybe you did not pack the new config

lament fulcrum
#

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?

full quarry
#

well its pretty much the one that worked for me

#

so blobdoggoshruggoogly

lament fulcrum
#

Must be the base thing I guess

#

I just have no idea what the hell the base_F actually is

full quarry
#

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

lament fulcrum
#

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

full quarry
#

this is the uniform that character is wearing

#

and it points to a different character

lament fulcrum
#

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?

full quarry
#

you want to edit the character this uniform above is using

lament fulcrum
#

so "\A3\Weapons_f\dummyweapon.p3d";?

full quarry
#

dis

lament fulcrum
#

U_B_ParadeUniform_01_US_F?

full quarry
#

thats what it says there

#

that is the character you want to inherit from

lament fulcrum
#

So is the code I sent not already doing that?

#

I'm just really confused at this point, hate to have this many questions

full quarry
#

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

lament fulcrum
#

Right so I should replace B_Officer_Parade_F with U_B_ParadeUniform_01_US_F in cfgVehicles?

lament fulcrum
#

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

lament fulcrum
#

Anyone else got any ideas? Completely stumped and I can't find any advice about this online

lament fulcrum
#

@full quarry Any ideas?

full quarry
#

sorry not more than what I've written. I dont really have the time to write it all up in way it works

dense peak
#

Does anyone have a quick script to put texture on a cube?

#

I think I need an .rvmat file

full quarry
#

rvmat is material file

#

what is it that you are trying to achieve?

dense peak
#

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.

full quarry
#

so you have a addon with a cube that you can spawn in game?

dense peak
#

Yes

full quarry
#

why did you not put the textures on it in the model?

dense peak
#

Is that possible?

#

Never knew

full quarry
#

that is how its normally done...

dense peak
#

Then I don't need to add stuff to my config file?

full quarry
#

depends what the end goal is

#

just adding cube sounds a bit pointless

#

what is it that you are trying to achieve

dense peak
#

To learn how to add a texture to an object in Arma 3

full quarry
#

are you using just Object builder or are you learning to use some other 3D program

lament fulcrum
#

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

full quarry
#

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

lament fulcrum
#

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

full quarry
#

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

lament fulcrum
#

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

clear bison
#

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

full quarry
#

the registry stuff is nothing you need to worry. its not related

clear bison
#

Ah, what about the See stderr? I don't know where to really find that

full quarry
#

looks like your .paa file there is somehow faulty

clear bison
#

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

dense peak
#

@full quarry I use Blender for modelling and 3D substance for texturing.

full quarry
#

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

latent magnet
#

@lament fulcrum have you read the class inheritance and character and gear encoding guide on the Biki?

clear bison
#

@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?

lament fulcrum
full quarry
#

you are not using correct texture name suffixes at least

clear bison
#

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

lament fulcrum
#

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;
        };
    };
    
};
clear bison
#

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

lament fulcrum
#

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

clear bison
#

Experiment with it, don't really take my word as absolute. I mainly work with building models, so that's how I inherit classes 😅

lament fulcrum
#

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

nocturne lake
#

Use A3_Data_F_AoW_Loadorder as the requiredAddons

#

It'll ensure all of the AoW classes are loaded before your addon

latent magnet
# lament fulcrum So you're saying to try it like this? ```C++ class CfgPatches { class Tempor...

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.
clear bison
#

Oh? Guess I was wrong 🤷‍♂️

#

Apologizes @lament fulcrum

lament fulcrum
#

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.

latent magnet
#

Go ahead and use it

#

just remember to change the filepaths and class names to your liking

final briar
#

Are harsh shadows like this rvmat related?

final briar
#

Anyone know how to fix these shadows in the mats.

full quarry
#

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?

final briar
#

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.

full quarry
#

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\

final briar
#

Ok I will look at that

#

Which ones do you suggest using for characters

full quarry
#

supershader..

copper bane
#

Anyone need high quality swatches of DPDU or DPCU for retexturing hmu, I have produced 2048x2048 seamless textures of both

minor arch
#

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

minor arch
#

Want to chuck on a name patch 🙂

orchid oak
#

ahh alright

minor arch
#

Might've solved this. Seems they are hidden in an .EBO file, but I found a similar one in another expansion. Cheers anyway

median anvil
#

Anyone that does Texture requests?

strong mauve
#

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.

median anvil
random hemlock
#

Any easy way to convert all jpgs in a folder to paa? I feel like there was but I forget

orchid oak
random hemlock
#

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

wise dagger
#

drag and drop your textures then click process files

random hemlock
#

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

orchid oak
#

Do you have spaces in the names?

random hemlock
#

no

#

They're all 2048x1024

full quarry
#

Try png or tga

bronze stone
#

Wasn't it possible to have a live-update in Object Builders Buldozer, when chaning the rvmat with Material Editor? ThonkSpin

clear bison
#

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.

full quarry
bronze stone
full quarry
#

Odd. thonk

clear bison
full quarry
#

You can post links to them

visual agate
#

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.

molten spire
#

should fix your problem

visual agate
molten spire
#

Good luck

visual agate
#

the wiki has a distinct lack of info on using SP for textures lol

frozen blade
#

that’s because the wiki is for arma

#

not for various other tools and software

silver gull
#

what? you can use these tools for something other than arma modding? Inconceivable

clear bison
#

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

orchid oak
#

Is it defined on your model.cfg?

clear bison
#

This is the part where I question if I missed something on the Wiki

#

Thanks @orchid oak again

orchid oak
#

do hiddenselections support multimats/_mc texture? I am trying to make a house that people can change the color on the fly

full quarry
#

probably not completely since multimat is RVMAT

#

and hiddenSelectionMaterial is a bit buggy

orchid oak
full quarry
#

and the _MC is defined in the rvmat

#

and for terrain use, the config variants would not work either

orchid oak
full quarry
#

terrain uses only p3ds

#

as templates

orchid oak
#

ah right

visual agate
ruby zealot
#

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?

#

The relevant object is Land_vn_b_prop_mapstand_01 in the new cDLC, I am changing it's hidden texture

nocturne lake
#

Not if the model didn't have an alpha texture applied in the first place

wise dagger
nocturne lake
#

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

wise dagger
#

okay, so how do i create inventory preview for it?

nocturne lake
#

Screenshot and crop I guess

wise dagger
#

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

full quarry
#

whoever made them, probably had some sort of setup for it that made consistent images from same angle

wise dagger
#

okay thanks for the infos

vale bear
#

Hey guys what shader You use for substance painter?

frozen blade
#

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

lean hawk
#

what dictates if an alpha channel in the texture turns something invisible or just black on the model? is it something in the rvmat?

lethal condor
#

Model I believe. If the model uses non-alpha tex, black, otherwise, alpha'd

lean hawk
#

oh so the model has to have already been binarized using a texture with an alpha?

lethal condor
#

Correct, if my understandment is true

lean hawk
#

damn

lethal condor
#

So yes, there's nothing you can do, I assume

full quarry
#

yes this is correct

#

in general hiding things with transparent textures is very bad for performance anyway

full quarry
#

transparency calculation is demanding for gpu

orchid oak
#

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

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

orchid oak
full quarry
#

drawcalls, yes but not the transparency

#

buut it might have no difference really

orchid oak
#

alrighty thanks

somber oak
#

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.

full quarry
#

if it does not extract, its possibly they dont want you to open it

somber oak
#

So in the other unit they did. Any thing else i can do?

full quarry
#

contact the author

halcyon ravine
#

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...

frozen blade
#

post what?

quaint spire
#

they posted the flag on the cww server, i would assume just post them somwhere where others can download and use them

shrewd shard
#

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

frozen blade
#

not sure if there is a newer more updated version available by @ancient smelt

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).

shrewd shard
#

Thanks ill definitely use it hope it gives me some better looking results

shrewd shard
#

hey is there a way to go from PBR to a super shader in substance?

#

currently all of my black rivets go chrome

clear bison
frozen blade
#

?

clear bison
#

Was mainly asking what makes it different from just using base substance painter

orchid oak
clear bison
#

Oh

orchid oak
#

I just use pbr spec gloss tbh

#

But it can have some uses

clear bison
#

Hopefully my friend can find some use of this xD

lament fulcrum
#

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?

frozen blade
#

it's most likely a different rvmat

#

have a look over hiddenSelectionsMaterials[]

zenith crater
#

is this the right channel for complaining/wondering about the compression on my textures?

lethal condor
#

Go for it

zenith crater
#

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...

frozen blade
#
  1. don’t use any .paa plugins
  2. never use jpg (because of compression artifacts)
  3. use either .png or .tga
  4. use proper suffixes - see pinned
  5. use texview / imagetopaa
#

show what you mean by compression on textures

#

imgur is best

zenith crater
#

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 :/

full quarry
#

Basically it means that your texture contains too many colors.

#

You will need to reduce them.

zenith crater
#

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

full quarry
#

perhaps you are then using wrong file formats or bit depth

#

or wrong suffix naming

zenith crater
#

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...

nocturne lake
#

Areas of solid colour don't work so well

zenith crater
#

If that's the case then how does the Apex Dazzle Ghost Hawk look so flawless?

nocturne lake
#

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

zenith crater
#

So it would probably help if i just make the camo overlay slightly transparent?

nocturne lake
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It would probably improve things

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Though it's a very basic approach to retexturing something

zenith crater
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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

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especially @nocturne lake 👍 salute

slender gust
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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.

frozen blade
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@slender gustthere are none, no

dense peak
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how would I be able to make a texture visible through thermals?

nocturne lake
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Thermal texture is in the .rvmat

full quarry
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applies only to vehicles and characters though

dense peak
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ah

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so no decals or static objects

harsh inlet
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so i'm trying to make a camouflage pattern for arma 3

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essentially its just standard woodland camo but the colors are changed

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anyone know how i can do this?

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like with gimp or paint.net or something like that

full quarry
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yes with gimp or paint or something like that will work

dense peak
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Adobe photoshop

dense peak
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ms paint on windows xp

quaint spire
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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

atomic snow
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So quick question, what is not and is not allowed in terms of reskins?

nocturne lake
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Depends whose stuff you're retexturing

atomic snow
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i'm currently planning on retexturing some base game helmets like helicopter and tank crewhelmets.

nocturne lake
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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

atomic snow
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Aight so what your saying is basically, no editing the 3d model and only post it on the workshop?

nocturne lake
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You can host the .pbo wherever you like

atomic snow
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aight

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thx

full quarry
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also might be best to not put in any questionable picture material

naive smelt
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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)

novel silo
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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?

orchid oak
full quarry
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there is a special super shader from take on helicopters that works semi like that

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buut its not really documented

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it may also have some other undesireable effects

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have not seen it used almost ever

novel silo
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I got it, thanks!

sonic scaffold
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Does anyone know where the textures for the Hunter's turrets are?

sonic scaffold
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nvm I found it

median anvil
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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.

full quarry
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well you can take any ready template as an exaple and create similar layers for any other texture

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A lot of it may be very manual paint work since ready textures are not really designed to be split into templates again

pale bough
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I just use the shader textures if the colour texture doesn't work for reskinning

hazy flare
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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

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I am currently using the Substance Painter but i dont find the config for exporting anywhere properly

dense peak
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anyone know where I can find some funny custom faces?

full quarry
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@hazy flare you may want to first make sure your uvmapping is done correctly

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before you start anykind of texturing

hazy flare
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The thing is some part of the texture apears black

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but when the light hits the model it disapears

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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

full quarry
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then it could be you have broken normalmap and/or AS texture on it

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or if its like that in substance already its likely a model problem

hazy flare
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yeah it was the ambient oclusion

dense peak
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are there any photoshop templates for creating skins?

lethal condor
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Which skins?

dense peak
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ifrit

chilly wadi
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I was wondering the same as I make mine

chilly wadi
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everything but the ifrit it seems

fresh mulch
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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

lethal condor
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  1. Make a jpg or paa file
  2. Put into a mission
  3. Whatever script
  4. Profit
fresh mulch
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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

lethal condor
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  1. Make a file
  2. Put into your folder
  3. Whatever script
  4. Extract as a pbo
  5. Profit
formal coral
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Do I need extra maps for my .rvmap, or can I get away with just a base color map for testing purposes?

full quarry
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not much to test with rvmat if you dont have the extra maps

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but yeah you can use model without rvmat

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or with a rvmat that replaces textures with neutral procedural ones

formal coral
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Do I require an rvmat if all I need is a color map, and no other maps?

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I checked in Object Builder, and it worked without an rvmat, but I'm wondering if that's just a buldozer thing

full quarry
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usually you do need rvmat to make model look correct in the dynamic lighting

formal coral
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Does anyone know where I can find the MatTemplates folder for Material Editor? It didn't show up in my P: drive at all.

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The wiki I'm following said that it should be there already

full quarry
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I'd recommend using just text editor to edit rvmats

latent magnet
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Does Pboproject binarize RVMATS?

full quarry
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Yes

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Or technically it feeds them to binarize exe for binarization.

ancient heath
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hi i need help from someone who retextured the vanilla stealth uniform before

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im looking at a template texture of the uniform now

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and i have no idea where to locate the collar part

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im talking about this part

full quarry
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you can can use UV checker texture to find our

ancient heath
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i found out where it is

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thank you

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only problem is i cant change it without making it look ugly

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but thanks for help anyway

formal coral
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Does Arma 3 expect a normal map that has a primarily yellow color, or one that's more blue?

silver gull
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there is no such thing. normal maps are standardized...
arma uses tangent space in directX format

orchid oak
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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

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I tested my _mc with uvSource = "tex"; and it works, so it's not a texture problem

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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

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Which leads me to think the problem is in the rvmat

orchid oak
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Ended up just using UVSet 0 for my _MC, but if anybody knows something I might be doing wrong I'd appreciate it

full quarry
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2 sets tex and tex1 of I recall right

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Normally that is all you need

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Tex for 1 uv space textures, tex1 for tiling uvs if you have any

zenith crater
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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

full quarry
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@zenith crater if you mean the texturing templates there is a thread on BI forums for community made ones

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other than that, the samples are all that has been provided

zenith crater
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Ok, thanks a lot

orchid oak
full quarry
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why on earth would you need more?

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why would any part need more than 2 styles of unwrap

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most of the time 1 is all that is used anyway

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Id wager you are way overthinking whatever it is you are trying to achieve