#arma3_texture
1 messages · Page 48 of 1
can you elaborate?
e.g. for easy retexturing. Diffuse texture= really simple texture consisting of just solid colors that you can paint. Dont want mirrored sides in camo pattern. -> tex1
All the texture details etc you put as alpha on top with macro texture -> this needs classic unwrap, but you want to mirror to where possible to increas texel density you in -> tex2.
Then you have detail texture left for damage. You want high detail, but you want to place the damage so that it doesnt look bad across UV splits. So you use the detail map like multimat, and place the pieces on top of the texture in stead of the other way round.
Thats 3 unwraps already.
huh? No thats perfectly doable already, but you have to compromise because of lack of tex sources
yes well I suppose I should have narrowed down my question to "in scope of Armas capabilities"
i think GlobMob does that too for the vehicles
simple color texture as diffues, and all the detail go in as macro texture
GM adds dirt via MC or DT
yes thats what im talking about...
except you can do a lot more than just dirt. Rivets and all that stuff. Edge highlights
well not in Arma since cant use the uvsets
hä?
In the way you described above
you can specify what tex source to use per each shader stage, so why not? We are just limited to 2 and that makes it more tricky to add in nice damage textures. Not impossible but having more texsources would be handy.
yes that you can do but not the more than 2 you talked about earlier
well yes that was the point... you asked why you would need more than 2. This a case
yes. should have narrowed down my question.
If I want to use the mc for decals for example
I can simply put the faces that i want to put the decal on that uvmap, making it so the texel density is much greater
well you can do so in the scope of supershader accepting tex and tex1
your adshq is different from your normal textures unwrap?
The object is repeated 4 times, my uvset 0 has the uvs of 1 object duplicated on top 3 times, the uvset 1 has all 4 objects unwrap on it, since the AO bake is different for each one
So it uses the same textures for each object except for the adshq since each object has different ao
well then you are out of luck
Yeah im probably just going to end up baking the mc into the co since im using the same uv
https://gyazo.com/27f52a0bf18a207eb005c1440bdf95c4 any idea of this error?
I have already tried to verify the files of a3tools
looks like armatools has not installed correctly
or you have not run the launcher once to get the registry set up
svlod most likely, or some _as issue
gave some points at #arma3_model
isnt this the RHS m56 model
Nope its my own m56 model
indeed the RHS one's retention system looks quite different to that. D-ring isn't as round, and there are metal studs modelled around those parts of the straps
alright, how do I make the ImageToPAA thing work? with everything I've tried it still says "Failed to convert 1 file"
I even scanned to make sure that the file is valid but it still fails to convert
what resolution is it?
whats your input file. Format, dimensions
this too 👆
is your imageToPaa set to exclude png?
nope
well, I took a screenshot of what I want the loadScreen for my mission to be. However; I changed the size via paint.net
no idea how to check that
you sure about the resolution?
how are you running imagetopaa?
did you use the launcher?
changed the resolution to 1024x512 via paint.net, so yes.
the Arma3Tools thing?
yes
yeah ran it from there
steam library, right click on the tools - manage - local files
^
do you have any other file you can try?
not really
what folder is the image in?
my screenshots folder
I'm trying to export it to my Desktop but that won't work either
run steam verify on your tools
kk gimme a second
reacquired one file
tried it again
still fails
might it be the bit channel or whatever you said it was before?
if so, how would I check something like that?
bit depth
its a little unlike
and I dont know much anything about paint.net
so cant answer that
awesome
Never used it myself, but does it give you a save window something like this? https://external-preview.redd.it/j_0aFygcBstlX84fSJnV23YCPgtVhcvqbjNts3azBR4.png?auto=webp&s=2cc8c7889b507e668c67ae2fa0928bd08715c93b
@lone bloom do you have spaces on the name of the file? It fails for me if there's any spaces
Nope its just loadScreen.png/.jpg
Not that I know of.
I might switch to gimp or something
just checked, it does, I was just an idiot and didn't see it until now, what do I set the bit-depth to?
nvm just checked the wiki
Also, if ImageToPAA fails to convert a texture which appears to be valid, please, consider switching your source file to 8bits.
Depends if the save dialog is giving you options for bits per channel or total bits
I switched the source file to 8 bits and it still doesn't work...
ugh why does this shit have to be so damn difficult
The one above is 24 bits which should be 8 bits per rgb and 1 bit alpha. 32 bit is 8bit rgba
I'm confused
so I put it as 24bit when saving???
FINALLY
IT CONVERTED
thanks a bunch guys

Hey probably a newbie question, but haven't been able to google me to the answer.
I am trying to figure out why my texture change colour from viewing it in TexView 2, and seeing it ingame. It does have _CO suffix and is 512x512px.
I have made it in Illustrator -> exported as PNG24 -> ImageToPAA to convert -> ingame. Opened both the .paa and the .png in TexView 2 and it is green, but ingame still yellow.
My texture .paa file in TexView 2 looks as the same colour as the basegame texture on the data terminal, so this is why I am quite confused. Any idea of what I am doing wrong? https://i.imgur.com/80z8f0d.png
Ingame difference. Right side is the wanted colour. https://i.imgur.com/U2hQIt8.png
ngl that texture looks pretty nice!
anyways back to lurking
@grand prism Why png24?
I can choose between png24, and png8. I could have sworn somewhere I read to use png24? Is that wrong?
depends on what PNG24 actually is. If it means 24bit per channel, then thats not usable. If its 8bit for 3 channels, then it should be alright. If it was the later, then PNG8 doesnt make sense though
hmm. alright. That makes sense. I am not sure how Illustrator behave with the format. I'll try the png8.
Otherwise is there any specific tools recommended to create the pngs for conversion to paa?
This is why I use .tga. Can't go wrong with tga
im pretty sure there is some odd setting that also can make you go wrong with tga 😄 You just need to make sure you have 8bit per channel and not more.
Cheers. Trying that now. Will try .tga afterwards if it doesn't work. Or try and find a program where I can clearly set it to 8bit per channel
i have a suspcicion that its not due to bit depth, otherwise you would get conversion error (like acouple of lines above your question)
I think you are right. I can see in file details that the bitdepth is 8, but I still get the same colour mismatch.
I changed only the one texture, that is set for the left screen, and not the rest of the texture of the data terminal. So maybe some of the other rv mats etc. has an influence? However doesn't explain that when I open the base-texture for that left screen in TexView 2 it shows the green colour, same as my new texture. But ingame, my green becomes yellow but the base-texture stays green.
Thus making me very confused what I am doing wrong
.rvmat can influence that, yes
So I assume my next steps would be trying to open object builder, and apply rvmats together with texture and see if I can replicate it so I can see how the rvmat influence the texture?
Well if you have that rvmat you can probably tell from the values in the header
things like the forceddiffuse, ambient, emissive would likely have some rgb value that makes it yellow
Alright. I got the rvmats and p3d file. Tried to open it in object builder, but seems to crash when I do. I'll google some more and play around see if I can get it working. I am sure you are right that its the rvmat that influence it, although I find it odd the basegame texture is same green as mine in .paa and shows up green ingame too, but mine doesnt.
where did you get a p3d?
unpacked from base-game pbo. I'm only trying to replace a single part of the already existing base-game object
ah. that explains it then
I managed to un-bin the rvmats so I can see the diffuse, ambient and emmisive values. Although I am not sure how to understand them and to use them to "apply" to my current texture, so I can replicate how it looks ingame. And in that way see how to tweak my texture so I get the result I want. Trying to read up on it atm,
ah I figured it out. There was a DataTerminal_green.rvmat that should be applied after setting the texture to get the green colour. Cheers for the help and answers tonight. Definitely helped me on the right tracks 🙂
Was wondering a few things about modelling, is there a way to create nohq and smdi files in blender, and how do you use the object-builder's texture merger?
It is possible. Never used the merger though. It's much better to set up uv maps and textures all ready in ypurr source models.
do you perhaps have a link to a guide, I attempted to use the render baker to merge the 2 UV maps, buutttt it came out less than desirable?
I'm not quite sure what it is you try to do.
I have a model with 2 texture maps, since I need to have only 1, I have to merge them, though I cannot find any up-to-date guides on merging
Is it a model you made?
not that I made no
Ah. That always is more problematic.
what for? I am working with the textures after all?
having the source model you could easily turn it into 1 UV set unwrap and bake everything into 1 texture
I do have the source model, in .obj form
ye I meant the real source files that the obj is made from
ah, well, guess I have to do it the hard way
are you absolutely sure you want to combined them btw?
for example if there are metallic and non metallic parts in different textures/materials
do I even have a choice,, ifcan only assign one texture file to the model?
O_o
errr, could you please tell me how to do so
depends what programs you are using
Using Blender and Object Builder
well you assing 1 Blender material to the parts that use 1 of the textures
and another blender material for the parts that use the 2nd texture
and I do this using the arma tools material assign section?
well you assing the arma material on each blender material
so the both paths get exported
I'm trying to do it, but I am not sure how I select and set a specific material to a certain section of the model
Create 2 materials, go to the second material, click the faces that you want to assign to the 2nd material and click assign
The rest will be assigned to the first material
@soft gale
okay, I did that, but I am still faced with 2 tga files, am I suppose to do something with the model to now create a single tga?
no
you assign 1 tga to 1 of the blender materials "arma material slot"
and 2nd tga to 2nd materials "arma material slot"
tga to the texture line
and rvmat to the material line
This is a problem with trying to jump straight into Arma things without properly learning how blender works first
and not using a model you made yourself
since by not making stuff you have skipped important lessons on how stuff works
And now lord comissar has the pleasure of learning about section count and how it affects performance
2 textures/materials is just fine for a thingy
Yeah for sure, it’s just sometimes people learn it too late (me)
okay, I am now even more confused, granted the only guides I could find were nearly 3 years old, but not much I can do about that
like I said the problem is you are jumping into making stuff for Arma
and skipping basic "how to make stuff"
which is why the "arma tutorials" wont be good use
as you lack the basic knowledge
there are a lot of basic blender tutorials on modeling, uvmapping and texturing
it is a common way to try to start
you are not alone on that boat
but using a ready object is not a shortcut ever
This is work I am doing for an arma mod, which models were given to us, so no point turning them down. Yeah, granted I am not so much of a person who wants to go at it slow but steady.
On the subject of materials, so far as I know, to assign the textures for object builder, I need to assign it in Arma Toolbox Material Settings, which is where you place the tga file, obviously now I know that isn't the only option. I take it searching for blender guides on exporting textures is the way to go?
unrelated but make sure you have all the perms to the models unless you want a ping in #ip_rights_violations 
yeah that too, "given models" are quite often ripped from somewhere
which will eventually lead your project to problems
and Im not really interested in helping on such stuff either.
no, I don't think I have any idea on what you are talking about, guess I'll just have to look around and hope I strike gold with a good tutorial.
I am not sure on the model part, but will double check
start from the basics
how can i get the skins from the aow dlc i want to create a skin for the backpack
Hello Fellow gamers. I'm sure this has been asked a million times. But in .RVMAT files, what do Stage 1-7 correspond to? I did my best to look for answers but couldn't find anything. Does anyone have an clue?
depends on the used shader
So they can be customised to suit the object your texturing?
there are neutral procedural default examples in your unpacked A3 data on your P drive
no
you will need to feed them specific type of texture
depending on what shader type the rvmat uses and what that shader needs for each stage
there is also a rvmat wiki page
and page about texture types
Maybe I'm just too small brain to fully understand but I'm still trying to figure out the fundamentals.
Arma also uses older specular/gloss texture workflow
which is not straigh transformable from the more modern PBR most texturing programs now use by default
You're right it's based on the shader it's pulling from and now I found the super shader page I know what does what. TY boss.
hopefully arma 4 uses pbr and metal rough 😦
Hi, I'm trying to find the survival uniform to retexturize but no I couldn't find it, does anyone know what .pbo is in?
Use the config viewer
what?
thanks
Yo, how tf do i retexture the t-shirt for b_soldier_03?
can't seem to find anything on it
Has BI released the tanks dlc official texture samples?
Cant seem to find it anywhere
You should be able to find the location of the textures if you look at the hidden selection textures in the config viewer for it
how do you create an AO image out of a NOHQ image
you usually dont
since texture maps are usually created from a highpoly version of a model
any idea if it's possible to make an animated texture?
I had an idea of using a transparent 2d texture to create a sort of running water effect for rivers
or have some decals with tiny animated creeks
if not an animated texture then at least a texture with a stationary mask and a scrolling UV
I present to you https://community.bistudio.com/wiki/Arma_3:_UVAnimations @dense peak
amazing thanks!
got the idea from this creek made from the contact dlc water trails
https://steamuserimages-a.akamaihd.net/ugc/1665734788378260861/1C92F22ABE9AD2EF313B7F6039082F69BD95AA2A/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
the only thing is I gotta figure out how to have a stationary mask to keep it all from moving and just make it look like water is flowing through a path rather than the whole path moving
I would just make the water it’s own material
So it only applies it to that
Actually
I forgot how i did it but i think you can use named selections/vertex groups to animate with uv animations
So just do the named selection on the water
Testing technique of producing flowing rivers in Arma.
Has anybody tried to make a waterfall? 🤔
Have it on my to-do list
the above is a pretty simple version just bashed together quickly
I have some more neater stuff in the works too
theres the old hack, turn the normal into a displacement map, use that on a sphere or a plane depending on what it is and bake AO from that.
fo you dont have access to the model
but its kinda bad
How you guys make a _mask texture? What do colors mean?
have you done the PMC or Armadocs tutorial?
oh wait
this was not terrain mask
you mean for multimaterial? @rich atlas
yes
have you checked the multimaterial wiki page?
it explains how the mask corresponds to different textures you set in the rvmat
can u drop a link?
should come up with google
ok
dont have wiki links memorized unfortunately
Personally I do it in substance but you can also use blender, photoshop, etc
How would you import textures from substance into Arma 3?
For example, a retexture of models
do you know how to export in "substance" ?
I have some presets I did to make my life easier
Can send them in DM if you want
Would it be beneficial at all to combine multiple procedural colors on a very small texture (4x4) to reduce section count?
yes
Thanks
watch out for mipmapping though
what resolution should I make it?
tested it while back buut cant remeber what was good
@full quarry Do you by any chance have the water texture you used for the river? Kind of want to make some wet areas in a project I'm working on
umm I think that was from somewhere in Arma files
will get to searching, thanks
Is there a substance painter export template for Arma 3?
yes, if you google you will prob find it (idk a link)
Sent some in dm since I can't upload here
I'm assuming there's no way to make blurry glass right?
Blurry as in the stuff behind the glass being blurry
no

Yo bros anyone know if theres a texture template for the rangemaster cap?
I think it's identical with A2 ones so somebody already done it?
is it available in a3 samples?
So I've been trying to add my Unit logo onto the Vanilla Berets and can't find a way to make the excess transparent, or if it's even possible. Anyone got any ideas?
https://cdn.discordapp.com/attachments/768478815525011508/859033726058627092/unknown.png
what excess? the black part?
How are you putting it onto there? retexture with paint/photoshop?
It's probably is not possible if that part of the model didn't have a texture with transparency when it was compiled
Yeah the black part outside of the White outline.
That's what I thought. I've been trying to mess with the rvmat incase there was something there that I could change but I guess it's because of the model itself.
Ah is that not part of the main model, but a seperate texture/section on the model?
Probably just best to make it same color as background then ¯_(ツ)_/¯
thge original texture is _CO with transparency
so likely the texture above is either not made with alpha layer or its saved as wrong format that does not carry alpha transparency and/or it has not been converted with correct suffix in place and resulting .paa is fubar
or its retextured blufor beret which seems to have different approach and no transparency in the texture
from what I can see, opfor beret might support transparent area around the insignia
and blufor berets not
@final plank try retrexturing the opfor beret and make sure your texture has alpha channel and is saved as .TGA, named with _CO suffix and converted to .PAA
I am working in Photoshop and I can't seem to save .TGA with transparency. I tried with .PNG and converted but still having the same issue with the CSAT Beret.
PS can do it. I'm sure you can find guidance on that
Are you making a proper alpha channel for transparency or just relying on the layers having transparency?
With tga you should make an alpha channel
.rvmat data is typically encoded into a .p3d file. So they probably get deleted afterwards to save space
You can try adding them to the list of files to copy directly
So I've taken my first dive into multimats recently, all is going well however I'm having issues with the AO on a set of faces I'm overlaying onto the same surfaces to create a sort of "decal" layers
They are working however with AO enabled it seems like there is some sort of transparency issues
My texture RVMAT is running a CA, NOHQ & SMDI custom but the AS is a flat layer
Any ideas on how to preven this?
does anyone know where the armor textures for optre are, making custom armors, cant find the .pbo
Best to ask on optre teams own discord.
I need help in setting up substance painter for arma 3 textures
Anyone got any ideas on this please?
You just need to use a PBR spec gloss shader and an export template to export them in the right formats
why do you have _CA textures in mutlimats?
are the bullet holes separate mesh decals?
it kinda sounds like you may have some mistakes in your multimaterial setup
@serene needle
No sorry I worded that badly, it's not on the multimats. My decal stuff required height etc so instead of adding in the multimat as a _mc I've done a set of separate faces with the _CA texture & an RVMAT
are the decals above the surface
you could perhaps try _CO with alpha
so its 1 bit on/off
Yeah. I was dealing with some issue similar to this previously with @orchid oak, turns out its the result of having no alpha, but this texture needs transparency so has no alpha
_CO can have alpha transparency but its 1 bit like I said, so its either on or off
_CA has 8bit (if I recall right) and its soft edged
_CO might just work better in this situation
as alpha transparent "solid" surfaces tend to have that AO bug
Now I'm just having issues with transparency, how do you achieve transparency with a _CO?
I'm doing it all in Substance and just converting to PAA not usually editing more than that
I dunno, you need to make sure you export transparency for the texture
I was just being thick and forgot to export with the alpha template. All fixed now, thanks
Is .paa just seriously lower quality or is it the _CO? Got a texture looking like this in a _CO:
https://i.gyazo.com/39403ee3375a9a26e5676684568f60de.png
But on the png it looks like this:
https://i.gyazo.com/8e3739281ceab781311d380ce05107f6.png
like I said CO iis just 1 bit alpha
so your soft edges wont work
you will need to make it either trasnparent or not

i dont realy know where to put this so i figured this would be the best place
but how would i go about making flags and banners
Thanks mate I owe you one
are you using the material editor?
and it does affect thigns
but likely not in the way you expect
what is it that you are trying to do?
I am trying to make the metallic parts of the gun darker without loosing any glossyness
And yes I m using the material editor
Plus I have no ideas what alpha slider does
best not to touch things you dont know what they do
😄
have you studied what RVMAT wikipage says?
and have you just tried making the texture on those parts darker?
I tweaked the RGB then specularity and even diffusion but it got more complicated 😭😭😭
So I thought maybe it might have something to do with alpha channel
alpha channel is transparency.
so no
its also possible you have too much specularity
might be easier to understand your problem if you post a picture of the problematic thing
https://pasteboard.co/K9fAjwc.jpg
When I try to decrease the specularity I get this weird shadow on one side of the magazine
do you have a normal map? if so remove it and see if you still have the weird shadow
Removing the smdi or normal map doesn't have any effect
The only thing that works is forced diffusion which to some extent decreases the shadow
Do you use _CO or _CA suffix on you color texture?
And does the texture carry alpha channel
It's _CO.paa and I have no idea about alpha channel
honestly the picture is so poor cant really see what you are even talking about
please take screenshots instead of photo of the screen
Hello,
I need help figuring out why a texture mod i made wont show up
wont show up where/how?
ah you already spread the question. please always stick to one channel only.
Things are rarely as simple as they are said to be.
But if you state what kind of a problem you have then perhaps someone can advice on it
Is there Any way to texture Vests/Hats without mods?
https://www.imgpaste.net/image/KS5ij5
I hope this will work
You see that shadow casted on the side of the mag
I tried to remove shadow lods but no effect, the only thing that makes it go away is when I add force diffusion
I wonder if your rvmat is properly completed
Any idea what's causing these weird shading artifacts on my grass objects?
https://cdn.discordapp.com/attachments/566060230824165383/861285631644008458/20210704124107_1.jpg
I rechecked my rvmat and everything seems in order
can you put it into pastebin
maybe wrong shader in rvmat?
https://pastebin.com/eYw3K0aH
Feast ur eyes 😁
metalrough probably wont work since Arma shaders are not PBR
buut at least it seems to have all stages present
so thats good
now issue could be badly baked normalmap
or oddly baked AS
Id test how it looks without rvmat on it
or with neutral procedural textures instead of your actual textures
Ok i will give it a shot and inform you further
So I removed the rvmat and it fixed the issue
What can cause this issue in the rvmat
id perhaps take the default supershader rvmat from P:\A3\Data_F\
and then use that as a base
and add your texture on it one by one and see where it breaks
Thanks again 👍👍👍
idk if this is the right place to ask, but who's the guy behind the AIFV model in the A2 DAF and recently, the A3 TMT mod?
I made a retexture and I wanted to ask them permission to use the model in a mod I'm working on.
Is there anyway to make a paa have transparency?
Use _ca.paa suffix
it did not add transparency to my texture. Does there need to be a specific color used?
Your texture needs to have transparency before being converted, converting to paa with _ca won't magically add transparency
You need to add an alpha channel
@polar bane
hey, just wondering are there any templates for the ldf uniforms?
If they are not in the Arma 3 samples then unlikely
Hey I am looking for a y-32 texture template. I have the original ones but I couldn't find 1 without the camo pattern applied.
just wondering, how can i retexture the LDF combat fatigues and modular plate carrier?
Like any other uniform. If they support hiddenselections you draw new texture for them and create a config that uses your new texture
How can I make a texture, like a patch, glow when viewed with NVGs (IR patch). Which texture/material stage would I need to change?
It might not work for patches
are the textures for the ldf combat fatigues available anywhere?
In the game data. Templates probably are not if you have not found any yet.
hm
okay, so there's 5 hiddenselections for the ldf combat fatigues
legs, gloves, boots, torso, arms
legs is the aaf combat fatigues, boots is the aaf combat fatigues, arms is the aaf combat fatigues, and torso is the aaf officer uniform
i have no idea what the gloves are
you can find the path to the original file in the config
random question: what does "CO" mean at the end of arma file names?
@full quarry I didn't mean the patch as in the selectable patch in arsenal, I meant on like a custom helmet/vest
The the TI stage in rvmat is what you might be able to use. Assuming hiddenselectionsmaterial takes the change.
means colour, its basically the texture that is in Arma
looks pog
any idea what causes this weird texture glitch?
there's a shadow following the edges of the polygons
it's probably more to do with the model then the texture Im pretty sure.
Try without sbsource=visualex
Shadow looks like it’s casted from sbsource since it’s not sharp, but yes, you’d remove it on the geo lod
they could also be just flaws in the model
if he does not know what it is, I doubt he has it
Maybe the default 1.0 shadow that arma casts i assume then
😂
I don't have a shadow lod
I was working on some stuff just got back
I'm assuming without a shadow lod arma uses the visual model to cast shadows?
could be the geometry is too dense
It has to be a within a polygon limit, i assume your geo lod doesn’t have sbsource=visualex right?
Put sbsource=visualex on your geo lod and see if it changes anything
If it doesn’t, try deleting sbsource=visualex on geo lod and putting lodnoshadow=1 on 1.0
kk
If that doesn’t fix it then it’s a problem with the model
does lodnoshadow=1 basically disable self shadowing?
Yep
alright
Tells the game to ignore that lod for shadow casting
It shouldn’t no, but try with sbsource on geo first
thanks!
Np
sbsource=visualex did it
Nice
If you want sharp shadows you’ll have to create a shadow lod, but that’s up to you 😂
nice, looks cool
the problem is in th emodel
these parts tun inside it
something like this
which is quite bad for any shading
preferably such are handled by the normalmap
Any ideas where these strange shadow artifacts come from on the hellcat? happens as soon as i set a different rvmat through hiddenSelectionsMaterials[] which adjusts specularity values, otherwise it's the same as the vanilla one. https://i.imgur.com/6uuQ8Lz.jpg
It is a model issue, which is... you can't edit
You can report it in #arma3_feedback_tracker
aight, thanks a lot. 🙂
Is height within a multimat texture dependent upon the light on that surface?
what height?
If I applied some height detail to my tile material the multimat uses
Using Substance Painter pbr spec gloss, exported with a arma export preset which I presume would map height into there somewhere
I think either you are using wrong term or try to do something Arma does not support
Do arma textures not support height maps in some capacity? I presume it goes into one of the CO, NOHQ, SMDI etc just no idea which one
it does not
if it did, you would see such happening in game already
unless you mean normalmap
which is the nohq
Id suggest taking a gander at the Wiki pages for RVMAT and Texture types
only for terrain ground textures
NOPX
how should i improve this? https://cdn.discordapp.com/attachments/785583913611165767/862947083371282442/107410_20210709134329_1.png
If it's on ultra then the tex looks a bit blurred, maybe try to upscale it two times from what you have now. Also if you look closely near the bełt you can see those weird angled lines but i'm not sure if it's the texture bug or model issue
my texture is 2048 x 2048
I'd lower the saturation a touch and add some wear and tear and such
also my advise is don't test skins on VR, the lighting on that map is a bit off
I personally use Malden for testing most of my skins in game, and Livonia if I really wanna test a woodland skin in the proper environment
you make on substance or photoshop?
gimp
just testing, i haven't really retextured anything for arma 3 before so
anyone able to tell me how to paint/tag/spray an image onto the ground in arma, and then resize it?
in the same way you can paint a helipad on concrete
you'd be looking at creating decals
send you a dm
is there a proper way to use normal maps and such in gimp more than just turn down the saturation and color to alpha?
normalmap as in when retexturing
and not really since texturing is not really done like that originally.
using the normalmap to shade it is pretty much a dirty workaround
retexturing yea
it honestly works fine i just wondered if there was a better way
substance painter (or equivalent program) is the better way but if you don't have access to the model you are limited in with what you can do
Hello everybody! I'm wishing to make a retexture in CUP/CWR where the whole uniform is comprised of Takistani Lizard. However, I'm not sure how to do this. Are there any guides you guys would recommend I follow?
Id wager there is no guide to do exactly what you want. Retexturing does not follow normal texturing process and is pretty much "just painting over the ready texture" There are topics on it at BI forums that might have some tips.
Alright, thank you for your help!
any idea when my model disappears when viewed from out of the water?
viewed out of water: https://cdn.discordapp.com/attachments/566060230824165383/865420019893403658/20210715222954_1.jpg
viewed in water: https://cdn.discordapp.com/attachments/566060230824165383/865420021408071680/20210715222956_1.jpg
rvmat: https://pastebin.com/734XUmk9
hi all
I made a plaster material but its shadow seems too vivid https://cdn.discordapp.com/attachments/320896410876772352/865505732915757066/unknown.png
To make this more smooth, what I should do?
Your normal map is too strong
what channel?
made with substance designer
How are you exporting the normals?
And well if it’s just a white plaster have you considered using a3’s textures?
Exported in the same way as in the general method
well, this plaster isn't actually white
It's a creme color
You can use a _mc map to change the color, but if you really really want to stick to your plaster then you’ll have to lower the normals intensity in designer
okay thanks
You could do that in photoshop (instead of +150 contrast do -150 obvs) but im not 100% if it’ll work
pfff photoshop... thats for puny destructive workflow peasants. Not fit for the royal procedural society. 🎩
i can't convert my preview image from .png to .paa, https://prnt.sc/1bto64j it has 256x256 pixels and _ca suffix, any ideas?
try using TexView2 to convert it
it's giving this error: https://prnt.sc/1btq12q
Probably not an 8-bit png
after changing it to 8-bit it worked, thanks!
I've got a tree with alot of 2d planes and 2 different textures mixed in, is there a way to export from blender with the textures already applied?
It would be a mess to figure out which plane is which texture in object builder
yes it is possible
assign Blender materials for the planes as you want and assign Arma texture and material paths on the blender materials so they get exported out
I see the material option but I don't see anything about textures
https://cdn.discordapp.com/attachments/566060230824165383/865739899922808872/a3_tools_in_blender.PNG
Just made my first ever retexture mod, it's basic and silly but it works! https://steamcommunity.com/sharedfiles/filedetails/?id=2549803382
🍰
how would i go about retexturing this into a tan colorwave?
i have photoshop
and i know what im doing most of the time but ive never done something like this, dont know where to start
assuming you mean you have done retextures before, what seems to be different in this compared to what you have done before?
no not retexures just photoshop work
but i have made basic shit like patches for my unit
i did minor work on an f-14 for dcs but thats all, never done a retexture with this level of detail
well retexture is basically just drawing over existing texture to alter its look.
right but theres no way i can replicate that detail
drawing over it
seeing as i want to make it tan
well there is but its making it pixel by pixel, but that is not very efficient
buut there are all kinds of color overlay layer and such methods to mass alter colors and brightness of areas
oh interesting, is that just something to look up then?
okay here's what I'd do
make a seperate layer of whatever needs to be coloured
adjust the levels so whatever would be neutral brightness is perfect gray
slap it above another layer that holds the colour I want and then set the blend mode to overlay
then finetune it and voilà
I want to start retexturing can i get some help?
Uniforms
With what? Vague question will only get a vague answer
to keep the detail but change the color you can select the areas you want with the lasso/magic wand/box select tools, paint in those areas on a new lay, just put flat colors at full opacity in there, make sure the new layer is above the layer you're editing, set the top layer to multiply
multiply preserves the detail but changes the color
or just use hue saturation to adjust it
also use the opacity setting to change the strength of the new layer
https://cdn.discordapp.com/attachments/566060230824165383/866779931022852106/normal_paint.png
https://cdn.discordapp.com/attachments/566060230824165383/866779929411321927/multiply_paint.png
What do you mean by with what?
Because you literally said nothing regarded what is the issue for you right now
nvm
trying to get smdi to work through substance, getting kind of stuck on the multiplier level?
is there a specific way that it needs to be set up in substance exports to get it to work?
Specular on green, glossiness on blue, (in my case opacity on red so it keeps it white)
Remember to invert the blue channel before exporting
I usually use specular 0.5 0.5 0.5 and spec power 50 as a base rvmat for all my textures and if after importing in game the object is still too specular i just lower it in substance/photoshop
what do you mean by inverting it?
Blue - Bizarrely for me... the blacker it is the more gloss it has. Its counter intuitive but its works for me.
Also make sure the RED channel is 100% white and dont use an alpha - it confuses the engine i think. Ive had odd effects```
This is how mr rksl rock explained it to me
To invert it you could either invert the whole channel in photoshop or apply an invert filter in substance
are there specific substance presets i should be using, E.G. pbr spec gloss?
Well I use PBR Spec Gloss as my shader and have my own arma 3 export presets
You could theoretically use metal rough but it doesn’t really translate to spec gloss
would you be willing to show me your export template?
this is what mine looks like https://cdn.discordapp.com/attachments/599371573442641932/867244356967989248/unknown.png
Anyone have texture templates for Ctrg plate carrier rig mk2 heavy
Survival fatigues
you can make your own templates using what arma gives you
How so?
convert the ca, smdi, nohq to alpha and import into your editor
anyone know the dimensions of the basic arma 3 signs like the military area don't enter ones
because im trying to make user textures but i don't know the dimensions
why do you need the dimensions for a texture? does it need to be exact to the milimeter?
Or do you mean resolution?
texture resolutions are always power of two.
best reference is to find the original texture they use and paint over that
It'll be either 2048x2048 or maybe 2048x1024 if its a horizontal non-square thing
Does anyone have the V_CarrierRigKBT_01_EAF_F Texture by anychance? Contact DLC vest
Not through the DLC as it’s EBO
you can draw it on screen in game with script commands.
So you have to screenshot it?
yes
Right
Well if the retexture was done from scratch you could just use it as a uv so it doesn’t affect it
retexturing loses details and quality anyway so it should not really matter
or well that detail and quality needs to be redrawn
Quick question, is it a normal workflow when texturing something like a vehicle to put stuff like weathering, scratches on the _dt/smdi etc so when people do a hiddenselection it still has the same weathering etc?
Right
it does have the benefit of having the same wear and cleaner color that is easier to recolor
Alrighty
but also it makes it more difficult to make less or more wear
as that requires changing of the rvmat aaand that can sometimes work and sometimes it does not seem to do so
Fair enough
Quick question #2, why does DTSMDI exist? Couldn’t you just use a normal DT? Or is it to save on texture space?
I still don’t understand the difference/pros and cons of _mc vs _dt
_mc is a macro colour overlay. _dt is a sort of microdetail that's meant to tile over the surface
Nvm me im dumb
PSA - if someone has had an allegorithmic substance subscription with points to download stuff from their material library - you have to spend them before June 2022, because they will be voided (because adobe is a giant piece of 🤮 )
Lol
Could someone explain to me how to put my retextured uniform .paa file into the virtual arsenal?
if it's just a uniform you can use the equip normal uni and use this command in editor player setObjectTexture [0,"Your File Path"];
if it's a vest you need to config it.
For it to appear in arsenal it needs config classes too. Uniforms need a cfgWeapons class for the inventory item selectable in the Arsenal, and a cfgVehicles class that is the actual retextured human unit that the player entity will be playing. They are linked together by the uniformClass parameter
Thank y’all
Anyone know a pbo extracter that works? The one on arma tools and mikera's isnt working for me
they won't work if the PBO is obfuscated
Where are SMDI and AS made?
I guess with the help of AO and photoshop
is it true?
ao is required for making as map, for making smdi map you need specular and glossiness maps
How are they created?
For example, I will make one for suspension, it will be bright, but I do not know how to make smdi and as in detail.
they can be exported from the software you use for texturing, then you can convert those maps to the arma types, checkout: https://forums.bohemia.net/forums/topic/76031-using-the-super-shader-rvmat-material/
thanks i will read it.
specular/ gloss by painting. AO by raytracing / baking
hey there, I tried looking in the search bar but there doesn't seem to be the answer I'm looking for:
I'm trying to export a texture set for a custom model I made for arma but I'm very confused by all the different texture maps, does anyone know how to setup the map export preset in substance painter?
39 results...
ah, I used substance painter in the search field
"substance export" yields no results for me
for some reason I can't upload images here
never mind, discord lagged for me
hey, could you send it to me as well?
my bad, I had DM's blocked to avoid spammers
Hey all, so I've done texture replacements in the past like terrain stuff. So what would happen if I attempted to use 8K textures in arma? like quixel megascan level quality?
been a few years
wont work
how so?
Arma does not support that kind of texture resolution
sorta true there
most of the time terrain textures are under clutter anyway
last time i did this, idk why but it gave me 20 frames improvement when i did ground texture replacements
like grass foliage and some buildings and terrain
i dont exactly know how terrain stuff works, but i know there where some midrange texture mods that said to improve performance and tiling issues... If you just increase resolution it could be that algorithm switches to midrange earlier... idk
what for. Maybe for terrain height map and normal - ok. But for general textures? I dont see the point
I dont like megascan textures whatsoever - they tile terribly
just an example with megascans. I don't rember, wasn't the height map a 3d object in arma?
8K textures are total hoohaa
i never remember seeing a greyscale photo for height
texture resolution increase is totally wrong way to go with graphics
theres million other better things to put performance on
its mostly a storage and read/write speed thing. If you have enough spare you can do that. But atm 4k is totally sufficient.
with the new unreal 5 tech nanite stuff (essentially intelligent piece-wise mip mapping for models, instead of old fashioned complete LOD swap) the trend is also to just put more polies on the model instead of increasing texture resolution - because of storage. Can achieve more for cheaper with a few 1000 polys more, compared to pumping up tex resolution from 16 million 4D points (4k RGBA) to 67 million 4D points (8k).
lets just ask it for arma 4 to have this. Bucket wish list 🪣
why tho? whats the use? Id rather see proper materials than silly "super textures" that 1% of people can actually even see
Havne't been able to find any info on their site or on google yet, but does anyone know how to get to RHS's vehicle textures for re-texturing?
Their site says they "tolerate" it but I can't seem to find the actual textures anywhere. I've heard people don't generally like you opening PBOs so wanted to ask around a bit to see if anyone else knows what's up
we do not provide templates if that is what you are asking for
hey @ancient smelt, i saw you mentioned already that the shader for SP should still work, i have a few buddies with the newer builds of the adobe substance and the shader is breaking. unsure if its something your willing to invest into or not. figured id give you a heads up in case you get more people with the newer versions of SP
Edit to above, the shader works in SP version 6.2.2, which is actually substance painter 2020 which is no longer available on steam.
What versions? I have 7.2.1, I don't know if it's any different to the monthly subscription one from Adobe (which I'm quite unlikely to bother with, since they don't seem to really improve software once they put it in subscription-only).
It looks like the Indie versions (that you get from the legacy site) are the same as the subscription versions for now though...
Pretty sure it was the newest one. 7.7.1? I'll confirm it here in a few hours and get back to you.
Yeah, if that's the case they've already "forked" it, which is pretty crappy since I still have a paid up maintenance plan.
Figured I'd let you know regardless. Ill ping you if youd like with the version numbers
Yeah, I can double check if it works in 7.2.1 but other shaders that I maintain are still working in 7.2.1.
So I'd assumed it would still be fine, too.
just wondering, how do you get the shadows around the pockets/belt?
the one on the left is from arma 3 aegis, the one on the right is mine
Could be AO
Im being told it is no longer working in 7.2.1. Possible when adobe bought substance they jacked up something you've referenced
Weird, I'll check it then. Is it completely broken (doesn't render anything/gives an error message) or is it just rendering something differently?
Seems to just not actually apply. Error log just outputs the normal unhelpful report that its not actually working. Just gives a pink model
Oh yeah, pink model means it failed completely, that should be easy for me to sort out.
Ill see if i can get the actual error report
I own 6.6.7, which is SP 2020, so i cant really see whats happening when it loads
do weapon attachments such as silencers support hiddenselections?
separate class with hidden selections should work
they just dont support changing texture with script
Nah that doesn’t work on suppressors, scopes, lasers etc. Need separate models
Magazines are the only weapon “attachment” that support hiddenSelectionsTextures. However those do need separate .p3d for the ground model
[GenericMaterial] Creation of the shader arma3apex_DiffuseNormals_1 failed
is the error code
hey! do any of you use substance? if so, is there a way to set polygon fill to polygon erase?
scratch that, i just have to hit x first my b
Is it possible to have decals on Helmets like one can have decals on vehicles? I see RHSGREF has decal textures for its M40 helmet but I am not sure how it uses it.
I presume it is under the "patches" hiddenselection?
Understood. Time to config dump and see what I can find
Alright, here is what the config dump told me: the hidden selection for decals on the M40 helmet is called "Camo1".
it can be scripted
but otherwise afaik there is no current way to have that done engine side
Makes sense. I wonder then how the M40 helmet in RHSGREF can use it's decals. I am trying to implement a similar system with my custom decals but on the M56 helmet.
M40 model has separate polygons for applying them to. M56 model doesn’t have that, so you can’t just put a decal on it without applying one on the base helmet texture
Dang. How would I apply it to the base helmet texture then? Best I could think of is replacing the base texture with a version that includes the decal. However, that would require making a derivative of RHS textures which I would like to avoid doing at all costs.
I'm trying to imprint a symbol onto my texture, and I figured out how to import the .png as a texture and stamp it on. The only problem is that I can't make it any less transparent than this, and it's supposed to be the same transparency as the maroon below it. Any tips?
Ok I actually cannot post pictures my bad
Only solution I can think of is drawing over the transparent symbol
Maybe import the texture into photoshop, put the symbol in a different layer and lower the opacity
Or post an imgur of what you’re trying to achieve/doing
I'm trying to make that symbol opaque
to match the transparency of the maroon in the second pic
Why? That's how you're supposed to do it
If I understand the RHS EULA correctly, sharing derivatives of RHS assets are disallowed by the CC license but tolerated by the authors, though they can retract the tolerance at any point. Once I derive from the base helmet texture, I am liable to remove my mod at any point at the discretion of the authors IP enforcement.
I also like to publish my mods to the public domain like WTFPL. I do not think I could do that anymore if I derive RHS textures.
yeh not for anything done from RHS material
I think I will just make a couple of versions, one with RHS derivatives and one without. That way, I can keep my version WTFPL and the derivative can inherit the CC license.
that is correct. That being said, we don’t strike people unless they draw dicks or other vulgar and/or inappropriate things on our files
even if you use RHS as a dependency, that is still considered derivative content btw
and yes, if you use rhs textures as base, you need to enforce the same eula as we have
Wait, it is? Even if it is only a config referencing RHS classnames?
does it require RHS to work?
if yes, then it is derivative
i am using rhs as example, could be any other mod
just like all mods are derivative content of bis game
Well, that means I have to change how I license my mods. If it true that referencing class names makes my work derivatives then I cannot publish anything to public domain.
indeed
How come some software can get away with public domain licenses? If I write something Python, would I be making a derivative of Python thus be forced to use Python's license?
Might be best to answer this in #other_ip_topics but, oh well.
Because they specify that you are not a derivative of the language when you write code in it.
Time to change all my licenses from here on. Luckily I only ever made 1 mod up to this point so no one should care if I change that mod's license.
Since I can't get away with public domain licenses, I will just go on with 12thMonkey's suggestion to edit RHS's M56 texture onto a new item.
Hello guys, I am new to modding and I want to retexture uniforms. Do you guys know any links, forums, guides for me? I wanna learn..
if you need more then write "google.com" in your browser address field and search for Arma 3 uniform retexture guide, first 10 links is what you're looking for.
Hey Chief. Any word on the shader yet?
hello I would like to know if someone has already had problems with one or more textures on a 3D model which becomes like this in play when the texture is indeed the right size and the UV has been done ... . this is not the first time that it happens to me and impossible to find the solution. Thank you in advance for your future answers https://goopics.net/i/VjQbv
Uv is not done right, or the model is not exported right
agreed Looks like the UV is screwed.
thank you for your answers but what I do not understand is that for example for the meters it works in lod1 but not in cargo view .... I will redo the UV but I don't think it comes from here
Hi everyone I'm looking for a retexture template for the UGV Stomper (Or whatever the vanilla wheeled UGV is called) and was wondering if anyone here had one on hand.
yo i remember seeing a mod on the workshop that showed the texture wrapping of an object but cant remember the name of it
anyone know?
you can use UVgrid texture
thats true
hi i have a problem with the textures, specifically with the RVMAT, they look really shiny, too much, i use SUBSTANCE to texture the models and do the uvmap
class StageTI
{
texture="\data\Camo1\Chasis_co.paa";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0.25,0.25,0.25,1};
specularPower=32;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="\data\Camo1\Chasis_nohq.paa";
uvSource="tex";
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="tex";
class uvTransform
{
aside[]={10,0,0};
up[]={0,10,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
};
class Stage4
{
texture="\data\Camo1\Chasis_as.paa";
uvSource="tex";
};
class Stage5
{
texture="\data\Camo1\Chasis_smdi.paa";
uvSource="tex";
};
class Stage6
{
texture="#(ai,64,64,1)fresnel(4.7,1.2)";
uvSource="tex";
};
class Stage7
{
texture="a3\data_f\env_land_co.paa";
useWorldEnvMap="true";
uvSource="tex";
};
that's the result I get compared to a GM model
try to increase roughness in substance painter also you can make the specular[] values a bit less
Speculating I lowered it and uploaded it, I don't know if the problem is in the SMDI file, before when I got the essence from the CO texture came out very saturated, dulling the image, I solved that problem, but the brightness is still very intense.
substance Roughness/metalness workflow will not produce SpecGloss shader usable textures
youll need to get the Arma specGloss shader if you want anything close resemblance between the 2 programs
your specular power is blowing out in there
which could be solved by post processing (level filter)
and/or multiplicating with a certain color value
Jajaja, thanks for the help!
how should it be?
Preferably yourModTAG/yourmodfolder1/ etc
Quite like the unpacked Arma 3 data is on your P drive
In p:/A3/pbonameFolders
Yours would swap A3 to your Tag and the the rest of the folders would produce your different pbos
Let me know if there's any issues, I only did a quick test.
cheers will get back to you
Just replace your smdi with a pink 512x512 smdi 😎
Yes, I did that and it does not shine anymore, so that it has a metallic shine I am superimposing it capable of red / orange, in addition to modifying the specular in the RVMAT}
thank you for your answers but what I do not understand it works in lod1 but not in cargo view ....
is cargo view direct copy of lod1?
Im currently attempting to retexture a house using the a2 samples and i've got a working p3d with the textures set to using .tga. How do i export it and get this object into a substance painter project while inheriting its textures and without messing up the UV mapping?
Only documentation on the workflow ive seen is using raw and untextured objects straight from blender etc
I should probably mention that Im pretty new to this
I recall substance painter does not support such 2 uv set painting that multimaterial house requires
so I think its a no go
you should look up how multimaterial works before doing any building work
Thanks for the info, would have wasted a lot of time and head scratching had in not been for you @full quarry 😘
is there somebody who got a PSD template for the arma 2 merlin / HC3 (BAF), or know where to get one?
Yes ….
and it has only 1 uvset?
exactly and I admit that I am a little lost for the moment I can not understand why on one Lod it works and not on another
Well it is possible vertex order and the uv map for some reason broke in the copy. Where did you copy it?
whats a good cap for textures used by a building?
cap?
like, too many textures and you have poor performance due to the draw calls do you not?
small ones 1 multimaterial
normal 4 room house 2 mm
1 for exterior 1 for interior
maybe 1 supershader for detail hobknobs
I guess the most recurring materials are rock/concrete then metals and I guess glass?
depends what you build your houses from
if you look into Armas selection of textures there is plenty of variation
yeah
I'm making trim sheets and wondering how many I can get away with for a 50x25 building
not very small
not even sure if trim sheets work with multimaterials but don't see why not
yeah
and well since its a trim sheet the size of the building does not matter
assuming you mean a texture with lots of repeating parts
I dunno if you got SOGPF
but the Hanoi trains station has 1 multimaterial for the exterior
3 tiling textures + 1 atlast with few repeting strips and other bits and bobs
yeah I've seen them being called like this
https://imgur.com/a/1xbFQkG
alright I think I can do it with 3-4
probably a good material artist can probably fit them inside a single texture but I'm not
and nice MC texture to add the dirt and variation on it
the buidling is in 3 parts
each have their own mask and MC. the rest is shared
I think its as thightly squeezed as it can be 😅
but it does not have to be this tight
if you need more surface types then you use more
yeah scale of the islands is a concern
but as small as the PF may be they look pretty good on the model
yeh I had lot of narrow detail strips so I could squeeze in many different variations
they hold on quite alright up close
sexy
With object builder …
alphas decals like that wont work in multimaterial. JFYI
glass is not possible to include in multimat either, because it needs fresnel reflection to look anywhere decent enough.
yeah I'm aware it was just a random example
Hello, is it possible to have glass with a certain color on one side and another side other colors?
yes
because arma has only 1 direction surfaces you need 2 surfaces for 2-way glass
so both of them can be different
How does it render out? does it just make it so the one side appears and doesn't even render the other in? does face order matter here?
Backfaces aren't drawn. To have two sided glass you need two polygon faces with normals in opposite directions. Single face is invisible from the other side regardless of how it's textured
well actually that's perfect, that's what I want lmao, I dont want them to mix necessarily, 😄
Hello guys, i'm doing a bit retexture here, but i cant apply it on the object, the one i've been trying is the helicopter interior, i cant change the texture of the RHS's UH1Y interiors, i've done the exteriors, but the interiors wont change, any advice on the scripts?
retextures are only possible for selections that have hiddenSelectionsTextures[]=
@pseudo ledge
Does vanilla game have any generic damage textures without bullet holes?
Ideally i need a "no bullet holes" equivalent of a3\data_f\destruct\damage_metalsheet_* - is there something like that?
i mean one of the generic damage textures, like the one i mentioned
what i mean by "generic" in this context, is a texture used by various models.
A texture that is not tailored to a specific vehicle, but is shared by many - like the specific example above.
yes, check out the damaged and destruct rvmat variants of the vehicles. They all have detail texture or macro texture or both in their rvmat, that you can use too
yeah, but all such textures i could find so far, have bullet holes.
I need a set without bullet holes, i just need to make the vehicle look worn or neglected, not shot at.
modify the texture and remove the bullet holes... or make your own wear map with scratches and stuff...
oh my! this is so clever it didn't occurred to me! yes, why don't i make such texture instead of asking like a moron? 🙂
Circle all the bullet holes in photoshop Edit>>Fill select Contents: Content Aware. 10 minute job
well, i am joking, but in the meantime i actually did exactly that. It's just that i am not a texture artist, which obviously shows.
to answer your question, I dont think there is such texture in Arma files
if you never do it you will never become one
until a while ago all games where textured with just photoshop /gimp...
what a great advice, why don't we all learn everything, so we no longer need specialists. AFter all, it only takes just a few hours - few hours to become a texture artist, few hours to become 3d artist, few hours to become programmer (of course multiply that by few hours per language), few hours to become audio engineers, few more to become music composers, and why stop there, lets all do EVERYTHING!
Jesus why am i even trying
I just asked, if there is already a generic vehicle damage texture set without bullet holes.
And instead of answering the question, you tell me to learn texturing.
Am I seriously the unreasonable one here?
modding lacks people with can do attitude... these days its all about shortcuts
on the other hand, it apparently has a lot of people who just have attitude, so yay! progress!
this isnt a service hotline or google search bar. Dont snap when you get answers you didnt want
teaching how to fish vs. giving the fish is always the approach we choose here. If you dont like it, just dont read it
Are you implying that you tried to teach me something?
if you hadnt reacted the way you did, i would have given suggestions how to do the thing you wanted...
Aah, so now you are punishing me for my "bad behavior" by withholding your knowledge? How noble.
no? you can still ask
yes, modded 🤷♂️
well, my pleasure.
The d eff fault damage textures all have bullet holes, there is a crinkled metal rvmat but that may be too much for the effect you are after.
That said there is a "metal_scratch_512_dt" that might work. It's in data_f/detailmaps
Beyond that you may have to visit a website such as here https://www.poliigon.com/search/scratch however you would need to make your own smdi and alpha channel.
there are bucket loads of grunge textures on the internet that can be used too, often even for free
is there such thing as making a transparent texture for something?
like editing the NOHQ, SMDI, AS, and CO files to make it fully invisible
@dense peak for what purpose?
Morning gents! Trying to doa retexture of the LSV however, can anybody confirm setobjectexture doesn't work for it when I try to preview it in editor?
LSV?
Ah that. It should have hiddenselections
I tried 0 and 1, no results thus yet somehow
this setObjecttexture [0,"lsv1.paa"]; Doesn't seem typo'd
You can check it's config to make sure hiddenselections are defined
oh right.
Yeah, it has hiddenselections defined. I'm somehow stumped on why it ain't working then..
i'm trying to make a patch on a helmet invisible
i wanna make foreign unit loadouts and it's big US flag
so i kinda don't want it there
I wouldn't per say make it invisible. You could just edit de CO and remove the patch, then also do the same for all other relevant textures.
Unless the patch has its own texture, which I doubt
Depends how the patch is put on there
Guessing a combo of materials plus the CO texture. And if really unlucky the patch outcrop is geometry.
If its on same texture then it would have to be drawn over, If its added by separate texture that supports transparency then it can be made transparent.
i've found the patch files
like the textures
i've gone into gimp and set the actual texture opacity to 0
so it's just blank
for each of the 4 files
You would not however edit the original files and repack.
and it just makes it black
is it something in config i need to edit
Is it a modded helmet?
yes
What helmet are you trying to edit then.
uh
i am pretty sure mention of this mod is frowned upon
bUt iT LoOkS GoOd
i'll find the name of the mod
hold on
i think it's the ORC maritime
@full quarry But yeah. I tried all the LSV variants, and even if they do have hiddenselections, they don't seem to actually texture using this setObjecttexture [0,"lsv1.paa"];. I tried both PAA and JPG with similar nojoy.
Is lsv1. Paa in your mission folder?
Just in caaaase. Did you run the mission?
Fair question 😛 And yes - I did.
And if there's any error message, share it
yeah, vehicle init. I did try the method with the debug console too.
And there's no error messages.
Mhm, so like I can think something: make sure the command points the vehicle and the selection properly
Like what:sqf lsv setObjectTexture [0,"#(argb,1,1,1)color(1,1,1,1)"];
Its so weird.
Tried to relaunch your game?
I didn';t have any trouble earlier (yesterday) with other vehicles.
Perhaps your texture was cached
Actually, lemme try that.
I apologize.. I highly apologize.. I just woke up, so.. Turned out I wasn't in the test mission with the files, forgot to open it so I was just in the blank slate editor...
I need more coffee...
9/10 times its an user error holds true.

plsdon'tbully
lol, it happens
We know. Bugs we spend hours to solve is just our mistake
get used to that
dont recall ever having heard of it. From the looks of it, it may not be set up right for that kind of operation anyway
Id say it would be simple to find some other helmet
Honestly they look a lot like the helmets introduced in contact.
guess i just have to stick to american units then 
Or you know. use different helmet...
