#arma3_texture

1 messages · Page 48 of 1

silver gull
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i can think of several reasons...

full quarry
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can you elaborate?

silver gull
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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.

full quarry
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Armas shaders dont have that kind of thing though

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for some reason

silver gull
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huh? No thats perfectly doable already, but you have to compromise because of lack of tex sources

full quarry
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yes well I suppose I should have narrowed down my question to "in scope of Armas capabilities"

silver gull
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i think GlobMob does that too for the vehicles

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simple color texture as diffues, and all the detail go in as macro texture

full quarry
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GM adds dirt via MC or DT

silver gull
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yes thats what im talking about...

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except you can do a lot more than just dirt. Rivets and all that stuff. Edge highlights

full quarry
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well not in Arma since cant use the uvsets

silver gull
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hä?

full quarry
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In the way you described above

silver gull
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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.

full quarry
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yes that you can do but not the more than 2 you talked about earlier

silver gull
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well yes that was the point... you asked why you would need more than 2. This a case

full quarry
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yes. should have narrowed down my question.

orchid oak
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If I want to use the mc for decals for example

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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

full quarry
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well you can do so in the scope of supershader accepting tex and tex1

orchid oak
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Im already using tex1 for adshq

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Hence why I was trying tex2

full quarry
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your adshq is different from your normal textures unwrap?

orchid oak
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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

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So it uses the same textures for each object except for the adshq since each object has different ao

full quarry
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well then you are out of luck

orchid oak
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Yeah im probably just going to end up baking the mc into the co since im using the same uv

outer hull
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I have already tried to verify the files of a3tools

full quarry
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looks like armatools has not installed correctly

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or you have not run the launcher once to get the registry set up

open juniper
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anyone know what might be causing this weird shadow line on my model ?

frozen blade
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svlod most likely, or some _as issue

full quarry
open juniper
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Nope its my own m56 model

nocturne lake
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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

lone bloom
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alright, how do I make the ImageToPAA thing work? with everything I've tried it still says "Failed to convert 1 file"

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I even scanned to make sure that the file is valid but it still fails to convert

full quarry
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what resolution is it?

silver gull
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whats your input file. Format, dimensions

full quarry
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this too 👆

lone bloom
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I've tried both PNG and JPG
1024x512

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nothing works

full quarry
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is your imageToPaa set to exclude png?

lone bloom
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nope

full quarry
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where did you save it?

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what bit depth is it?

lone bloom
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well, I took a screenshot of what I want the loadScreen for my mission to be. However; I changed the size via paint.net

lone bloom
full quarry
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you sure about the resolution?

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how are you running imagetopaa?

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did you use the launcher?

lone bloom
lone bloom
full quarry
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yes

lone bloom
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yeah ran it from there

full quarry
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try running it from its own exe

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in its installation folder

lone bloom
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I- alright, give me one seccond

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gotta find it

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still fails to convert

full quarry
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steam library, right click on the tools - manage - local files

lone bloom
full quarry
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do you have any other file you can try?

lone bloom
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not really

full quarry
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what folder is the image in?

lone bloom
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my screenshots folder

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I'm trying to export it to my Desktop but that won't work either

full quarry
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run steam verify on your tools

lone bloom
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kk gimme a second

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reacquired one file

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tried it again

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still fails

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might it be the bit channel or whatever you said it was before?

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if so, how would I check something like that?

full quarry
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bit depth

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its a little unlike

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so cant answer that

lone bloom
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awesome

nocturne lake
orchid oak
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@lone bloom do you have spaces on the name of the file? It fails for me if there's any spaces

lone bloom
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Nope its just loadScreen.png/.jpg

lone bloom
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I might switch to gimp or something

lone bloom
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nvm just checked the wiki

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Also, if ImageToPAA fails to convert a texture which appears to be valid, please, consider switching your source file to 8bits.

nocturne lake
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Depends if the save dialog is giving you options for bits per channel or total bits

lone bloom
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I switched the source file to 8 bits and it still doesn't work...

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ugh why does this shit have to be so damn difficult

nocturne lake
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The one above is 24 bits which should be 8 bits per rgb and 1 bit alpha. 32 bit is 8bit rgba

lone bloom
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I'm confused

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so I put it as 24bit when saving???

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FINALLY

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IT CONVERTED

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thanks a bunch guys

orchid oak
grand prism
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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

lone bloom
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anyways back to lurking

full quarry
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@grand prism Why png24?

grand prism
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I can choose between png24, and png8. I could have sworn somewhere I read to use png24? Is that wrong?

silver gull
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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

grand prism
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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?

nocturne lake
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This is why I use .tga. Can't go wrong with tga

silver gull
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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.

grand prism
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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

silver gull
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i have a suspcicion that its not due to bit depth, otherwise you would get conversion error (like acouple of lines above your question)

grand prism
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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

nocturne lake
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.rvmat can influence that, yes

grand prism
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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?

nocturne lake
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Well if you have that rvmat you can probably tell from the values in the header

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things like the forceddiffuse, ambient, emissive would likely have some rgb value that makes it yellow

grand prism
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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.

full quarry
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where did you get a p3d?

grand prism
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unpacked from base-game pbo. I'm only trying to replace a single part of the already existing base-game object

nocturne lake
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You can't do that

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.p3ds are binarised and wont open in object builder

grand prism
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ah. that explains it then

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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,

grand prism
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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 🙂

soft gale
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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?

full quarry
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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.

soft gale
full quarry
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I'm not quite sure what it is you try to do.

soft gale
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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

full quarry
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Is it a model you made?

soft gale
full quarry
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Ah. That always is more problematic.

soft gale
full quarry
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having the source model you could easily turn it into 1 UV set unwrap and bake everything into 1 texture

soft gale
full quarry
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ye I meant the real source files that the obj is made from

soft gale
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ah, well, guess I have to do it the hard way

full quarry
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are you absolutely sure you want to combined them btw?

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for example if there are metallic and non metallic parts in different textures/materials

soft gale
full quarry
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no?

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you can assign as many as you like

soft gale
full quarry
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depends what programs you are using

soft gale
full quarry
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well you assing 1 Blender material to the parts that use 1 of the textures

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and another blender material for the parts that use the 2nd texture

soft gale
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and I do this using the arma tools material assign section?

full quarry
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well you assing the arma material on each blender material

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so the both paths get exported

soft gale
orchid oak
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Create 2 materials, go to the second material, click the faces that you want to assign to the 2nd material and click assign

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The rest will be assigned to the first material

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@soft gale

soft gale
full quarry
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no

orchid oak
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I’m confused

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I’ll let you take this, goat

full quarry
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you assign 1 tga to 1 of the blender materials "arma material slot"

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and 2nd tga to 2nd materials "arma material slot"

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tga to the texture line

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and rvmat to the material line

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This is a problem with trying to jump straight into Arma things without properly learning how blender works first

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and not using a model you made yourself

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since by not making stuff you have skipped important lessons on how stuff works

orchid oak
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And now lord comissar has the pleasure of learning about section count and how it affects performance

full quarry
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2 textures/materials is just fine for a thingy

orchid oak
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Yeah for sure, it’s just sometimes people learn it too late (me)

soft gale
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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

full quarry
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like I said the problem is you are jumping into making stuff for Arma

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and skipping basic "how to make stuff"

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which is why the "arma tutorials" wont be good use

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as you lack the basic knowledge

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there are a lot of basic blender tutorials on modeling, uvmapping and texturing

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it is a common way to try to start

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you are not alone on that boat

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but using a ready object is not a shortcut ever

soft gale
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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?

full quarry
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:L

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now the problem is

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you have no idea what im talking about

orchid oak
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unrelated but make sure you have all the perms to the models unless you want a ping in #ip_rights_violations prayge

full quarry
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yeah that too, "given models" are quite often ripped from somewhere

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which will eventually lead your project to problems

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and Im not really interested in helping on such stuff either.

soft gale
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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

full quarry
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start from the basics

dense peak
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how can i get the skins from the aow dlc i want to create a skin for the backpack

final plank
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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?

full quarry
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depends on the used shader

final plank
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So they can be customised to suit the object your texturing?

full quarry
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there are neutral procedural default examples in your unpacked A3 data on your P drive

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no

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you will need to feed them specific type of texture

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depending on what shader type the rvmat uses and what that shader needs for each stage

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there is also a rvmat wiki page

final plank
full quarry
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and page about texture types

final plank
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Maybe I'm just too small brain to fully understand but I'm still trying to figure out the fundamentals.

full quarry
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Arma also uses older specular/gloss texture workflow

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which is not straigh transformable from the more modern PBR most texturing programs now use by default

final plank
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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.

orchid oak
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hopefully arma 4 uses pbr and metal rough 😦

magic relic
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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?

dense peak
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Use the config viewer

magic relic
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what?

magic relic
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thanks

gentle niche
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Yo, how tf do i retexture the t-shirt for b_soldier_03?

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can't seem to find anything on it

lean osprey
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Has BI released the tanks dlc official texture samples?
Cant seem to find it anywhere

latent magnet
marsh lily
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how do you create an AO image out of a NOHQ image

full quarry
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you usually dont

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since texture maps are usually created from a highpoly version of a model

dense peak
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any idea if it's possible to make an animated texture?

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I had an idea of using a transparent 2d texture to create a sort of running water effect for rivers

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or have some decals with tiny animated creeks

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if not an animated texture then at least a texture with a stationary mask and a scrolling UV

dense peak
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amazing thanks!

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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

orchid oak
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I would just make the water it’s own material

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So it only applies it to that

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Actually

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I forgot how i did it but i think you can use named selections/vertex groups to animate with uv animations

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So just do the named selection on the water

full quarry
orchid oak
full quarry
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Have it on my to-do list

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the above is a pretty simple version just bashed together quickly

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I have some more neater stuff in the works too

quaint spire
# full quarry you usually dont

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.

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fo you dont have access to the model

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but its kinda bad

rich atlas
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How you guys make a _mask texture? What do colors mean?

full quarry
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have you done the PMC or Armadocs tutorial?

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oh wait

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this was not terrain mask

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you mean for multimaterial? @rich atlas

rich atlas
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yes

full quarry
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have you checked the multimaterial wiki page?

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it explains how the mask corresponds to different textures you set in the rvmat

rich atlas
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can u drop a link?

full quarry
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should come up with google

rich atlas
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ok

full quarry
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dont have wiki links memorized unfortunately

orchid oak
austere raven
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How would you import textures from substance into Arma 3?

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For example, a retexture of models

silver gull
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do you know how to export in "substance" ?

orchid oak
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Can send them in DM if you want

orchid oak
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Would it be beneficial at all to combine multiple procedural colors on a very small texture (4x4) to reduce section count?

full quarry
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yes

orchid oak
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Thanks

full quarry
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watch out for mipmapping though

orchid oak
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what resolution should I make it?

full quarry
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tested it while back buut cant remeber what was good

orchid oak
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@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

full quarry
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umm I think that was from somewhere in Arma files

orchid oak
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will get to searching, thanks

latent magnet
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Is there a substance painter export template for Arma 3?

silver gull
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yes, if you google you will prob find it (idk a link)

orchid oak
orchid oak
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I'm assuming there's no way to make blurry glass right?

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Blurry as in the stuff behind the glass being blurry

full quarry
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no

orchid oak
bronze gyro
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Yo bros anyone know if theres a texture template for the rangemaster cap?

lethal condor
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I think it's identical with A2 ones so somebody already done it?

bronze gyro
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is it available in a3 samples?

final plank
severe rune
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what excess? the black part?
How are you putting it onto there? retexture with paint/photoshop?

nocturne lake
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It's probably is not possible if that part of the model didn't have a texture with transparency when it was compiled

final plank
final plank
severe rune
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Ah is that not part of the main model, but a seperate texture/section on the model?

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Probably just best to make it same color as background then ¯_(ツ)_/¯

full quarry
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thge original texture is _CO with transparency

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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

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or its retextured blufor beret which seems to have different approach and no transparency in the texture

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from what I can see, opfor beret might support transparent area around the insignia

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and blufor berets not

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@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

final plank
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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.

full quarry
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PS can do it. I'm sure you can find guidance on that

nocturne lake
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Are you making a proper alpha channel for transparency or just relying on the layers having transparency?

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With tga you should make an alpha channel

nocturne lake
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.rvmat data is typically encoded into a .p3d file. So they probably get deleted afterwards to save space

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You can try adding them to the list of files to copy directly

full quarry
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pls never say something works with PBOManager

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its not proper pbo making tool

serene needle
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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

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They are working however with AO enabled it seems like there is some sort of transparency issues

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My texture RVMAT is running a CA, NOHQ & SMDI custom but the AS is a flat layer

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Any ideas on how to preven this?

alpine wagon
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does anyone know where the armor textures for optre are, making custom armors, cant find the .pbo

full quarry
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Best to ask on optre teams own discord.

swift mist
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I need help in setting up substance painter for arma 3 textures

serene needle
serene needle
full quarry
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why do you have _CA textures in mutlimats?

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are the bullet holes separate mesh decals?

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it kinda sounds like you may have some mistakes in your multimaterial setup

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@serene needle

serene needle
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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

full quarry
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are the decals above the surface

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you could perhaps try _CO with alpha

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so its 1 bit on/off

serene needle
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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

full quarry
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_CO can have alpha transparency but its 1 bit like I said, so its either on or off

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_CA has 8bit (if I recall right) and its soft edged

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_CO might just work better in this situation

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as alpha transparent "solid" surfaces tend to have that AO bug

serene needle
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Now I'm just having issues with transparency, how do you achieve transparency with a _CO?

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I'm doing it all in Substance and just converting to PAA not usually editing more than that

full quarry
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I dunno, you need to make sure you export transparency for the texture

serene needle
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I was just being thick and forgot to export with the alpha template. All fixed now, thanks

serene needle
full quarry
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like I said CO iis just 1 bit alpha

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so your soft edges wont work

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you will need to make it either trasnparent or not

serene needle
dense peak
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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

swift mist
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What is the function of alpha slider in rvmat

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Does it have any visible results

full quarry
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are you using the material editor?

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and it does affect thigns

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but likely not in the way you expect

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what is it that you are trying to do?

swift mist
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I am trying to make the metallic parts of the gun darker without loosing any glossyness

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And yes I m using the material editor

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Plus I have no ideas what alpha slider does

full quarry
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best not to touch things you dont know what they do

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😄

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have you studied what RVMAT wikipage says?

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and have you just tried making the texture on those parts darker?

swift mist
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I tweaked the RGB then specularity and even diffusion but it got more complicated 😭😭😭

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So I thought maybe it might have something to do with alpha channel

full quarry
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alpha channel is transparency.

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so no

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its also possible you have too much specularity

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might be easier to understand your problem if you post a picture of the problematic thing

swift mist
orchid oak
swift mist
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The only thing that works is forced diffusion which to some extent decreases the shadow

full quarry
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Do you use _CO or _CA suffix on you color texture?

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And does the texture carry alpha channel

swift mist
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It's _CO.paa and I have no idea about alpha channel

full quarry
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honestly the picture is so poor cant really see what you are even talking about

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please take screenshots instead of photo of the screen

pale lake
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Hello,
I need help figuring out why a texture mod i made wont show up

full quarry
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wont show up where/how?

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ah you already spread the question. please always stick to one channel only.

full quarry
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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

nimble charm
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Is there Any way to texture Vests/Hats without mods?

nocturne lake
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No

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Only vehicles, uniforms and backpacks can be retextured through the editor

swift mist
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You see that shadow casted on the side of the mag

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I tried to remove shadow lods but no effect, the only thing that makes it go away is when I add force diffusion

full quarry
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I wonder if your rvmat is properly completed

dense peak
swift mist
full quarry
swift mist
full quarry
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metalrough probably wont work since Arma shaders are not PBR

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buut at least it seems to have all stages present

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so thats good

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now issue could be badly baked normalmap

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or oddly baked AS

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Id test how it looks without rvmat on it

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or with neutral procedural textures instead of your actual textures

swift mist
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Ok i will give it a shot and inform you further

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So I removed the rvmat and it fixed the issue

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What can cause this issue in the rvmat

full quarry
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these are prime suspects

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but any other of your supporting textures could be wrong

swift mist
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Ok sir got it 👌

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And thank you soooo much for the help

full quarry
#

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

swift mist
grizzled ermine
#

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.

polar bane
#

Is there anyway to make a paa have transparency?

lethal condor
#

Use _ca.paa suffix

polar bane
#

it did not add transparency to my texture. Does there need to be a specific color used?

orchid oak
#

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

harsh inlet
#

hey, just wondering are there any templates for the ldf uniforms?

full quarry
#

If they are not in the Arma 3 samples then unlikely

ember shale
#

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.

pale bough
#

you mean the xian?

#

check arma 3 samples

harsh inlet
#

just wondering, how can i retexture the LDF combat fatigues and modular plate carrier?

full quarry
#

Like any other uniform. If they support hiddenselections you draw new texture for them and create a config that uses your new texture

mellow frigate
#

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?

full quarry
#

It might not work for patches

harsh inlet
#

are the textures for the ldf combat fatigues available anywhere?

full quarry
#

In the game data. Templates probably are not if you have not found any yet.

harsh inlet
#

hm

harsh inlet
#

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

full quarry
#

you can find the path to the original file in the config

harsh inlet
#

random question: what does "CO" mean at the end of arma file names?

mellow frigate
#

@full quarry I didn't mean the patch as in the selectable patch in arsenal, I meant on like a custom helmet/vest

full quarry
#

The the TI stage in rvmat is what you might be able to use. Assuming hiddenselectionsmaterial takes the change.

last grove
last grove
#

looks pog

dense peak
#

any idea what causes this weird texture glitch?

#

there's a shadow following the edges of the polygons

last grove
#

it's probably more to do with the model then the texture Im pretty sure.

orchid oak
dense peak
#

where would I put this?

#

geometry lod?

#

oh rvmat

#

don't have it

full quarry
#

geoemtry lod

#

and do you have a shadowlod for it?

orchid oak
#

Shadow looks like it’s casted from sbsource since it’s not sharp, but yes, you’d remove it on the geo lod

full quarry
#

they could also be just flaws in the model

#

if he does not know what it is, I doubt he has it

orchid oak
#

Maybe the default 1.0 shadow that arma casts i assume then

full quarry
#

could be

#

hard to say without the man answering questions 😜

orchid oak
#

😂

dense peak
#

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

orchid oak
dense peak
#

no

#

and the poly count on res 1 is like 7k

orchid oak
#

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

dense peak
#

kk

orchid oak
#

If that doesn’t fix it then it’s a problem with the model

dense peak
#

does lodnoshadow=1 basically disable self shadowing?

orchid oak
#

Yep

dense peak
#

alright

orchid oak
#

Tells the game to ignore that lod for shadow casting

dense peak
#

still casts a shadow on the ground though right?

#

yup that fixed it

orchid oak
#

It shouldn’t no, but try with sbsource on geo first

dense peak
#

thanks!

orchid oak
#

Np

dense peak
#

sbsource=visualex did it

orchid oak
#

Nice

#

If you want sharp shadows you’ll have to create a shadow lod, but that’s up to you 😂

orchid oak
#

nice, looks cool

full quarry
#

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

dense peak
#

that's normal map

#

baked from a high res sculpt

tranquil wave
#

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

lethal condor
#

It is a model issue, which is... you can't edit

tranquil wave
#

aight, thanks a lot. 🙂

serene needle
#

Is height within a multimat texture dependent upon the light on that surface?

full quarry
#

what height?

serene needle
#

If I applied some height detail to my tile material the multimat uses

full quarry
#

how exactly?

#

I do not recognize "height detail" as a method

serene needle
#

Using Substance Painter pbr spec gloss, exported with a arma export preset which I presume would map height into there somewhere

full quarry
#

I think either you are using wrong term or try to do something Arma does not support

serene needle
#

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

full quarry
#

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

silver gull
#

NOPX

primal cobalt
pale bough
#

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

last grove
harsh inlet
last grove
#

what's the uniform for?

harsh inlet
vivid tangle
#

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

orchid oak
#

you'd be looking at creating decals

vivid tangle
#

send you a dm

spring crescent
#

is there a proper way to use normal maps and such in gimp more than just turn down the saturation and color to alpha?

full quarry
#

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

spring crescent
#

retexturing yea

#

it honestly works fine i just wondered if there was a better way

molten spire
#

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

heavy ivy
#

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?

full quarry
#

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.

heavy ivy
dense peak
novel silo
orchid oak
#

Your normal map is too strong

novel silo
#

what channel?

orchid oak
#

Your nohq map

#

How did you make the texture?

novel silo
#

made with substance designer

orchid oak
#

How are you exporting the normals?

#

And well if it’s just a white plaster have you considered using a3’s textures?

novel silo
#

Exported in the same way as in the general method

#

well, this plaster isn't actually white

#

It's a creme color

orchid oak
#

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

novel silo
#

okay thanks

orchid oak
#

You could do that in photoshop (instead of +150 contrast do -150 obvs) but im not 100% if it’ll work

silver gull
#

pfff photoshop... thats for puny destructive workflow peasants. Not fit for the royal procedural society. 🎩

wise dagger
#

i can't convert my preview image from .png to .paa, https://prnt.sc/1bto64j it has 256x256 pixels and _ca suffix, any ideas?

last grove
wise dagger
nocturne lake
#

Probably not an 8-bit png

wise dagger
#

after changing it to 8-bit it worked, thanks!

dense peak
#

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

full quarry
#

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

dense peak
full quarry
#

its in the blender material tab

#

those are for something else

dense peak
#

ohhh

#

that did it

steel talon
full quarry
#

🍰

deep sandal
#

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

full quarry
deep sandal
#

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

full quarry
#

well retexture is basically just drawing over existing texture to alter its look.

deep sandal
#

right but theres no way i can replicate that detail

#

drawing over it

#

seeing as i want to make it tan

full quarry
#

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

deep sandal
#

oh interesting, is that just something to look up then?

pale bough
#

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

rigid patio
#

I want to start retexturing can i get some help?

rigid patio
lethal condor
#

With what? Vague question will only get a vague answer

dense peak
# deep sandal right but theres no way i can replicate that detail

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

rigid patio
lethal condor
#

Because you literally said nothing regarded what is the issue for you right now

rigid patio
#

nvm

sleek falcon
#

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?

orchid oak
#

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

sleek falcon
orchid oak
#
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

sleek falcon
#

are there specific substance presets i should be using, E.G. pbr spec gloss?

orchid oak
#

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

sleek falcon
#

would you be willing to show me your export template?

orchid oak
#

those are my presets, dont use the multimats one, never finished it lol

dawn acorn
#

Anyone have texture templates for Ctrg plate carrier rig mk2 heavy
Survival fatigues

last grove
#

you can make your own templates using what arma gives you

dawn acorn
#

How so?

last grove
#

convert the ca, smdi, nohq to alpha and import into your editor

high verge
#

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

severe rune
#

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.

full quarry
#

best reference is to find the original texture they use and paint over that

severe rune
#

It'll be either 2048x2048 or maybe 2048x1024 if its a horizontal non-square thing

high verge
#

ok thanks

#

i meant resolution

#

lol

limpid prawn
#

Does anyone have the V_CarrierRigKBT_01_EAF_F Texture by anychance? Contact DLC vest

last grove
#

you can get it from arma

#

in the files

limpid prawn
#

Not through the DLC as it’s EBO

full quarry
#

you can draw it on screen in game with script commands.

orchid oak
full quarry
#

yes

orchid oak
#

Jesus

full quarry
#

you can also draw it enlarged if you want the resolution to match

#

and stich it up

orchid oak
#

Right

#

Well if the retexture was done from scratch you could just use it as a uv so it doesn’t affect it

full quarry
#

retexturing loses details and quality anyway so it should not really matter

#

or well that detail and quality needs to be redrawn

orchid oak
#

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?

full quarry
#

its one way to do it.

#

not mandatory

orchid oak
#

Right

full quarry
#

it does have the benefit of having the same wear and cleaner color that is easier to recolor

orchid oak
#

Alrighty

full quarry
#

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

orchid oak
#

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

nocturne lake
#

_mc is a macro colour overlay. _dt is a sort of microdetail that's meant to tile over the surface

orchid oak
#

Nvm me im dumb

silver gull
#

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 🤮 )

dense peak
#

Lol

fluid escarp
#

Could someone explain to me how to put my retextured uniform .paa file into the virtual arsenal?

last grove
#

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.

nocturne lake
#

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

fluid escarp
#

Thank y’all

fluid escarp
#

Anyone know a pbo extracter that works? The one on arma tools and mikera's isnt working for me

severe rune
#

why are they not working?

#

they do work for normal pbo's

last grove
boreal ether
#

Where are SMDI and AS made?

#

I guess with the help of AO and photoshop

#

is it true?

wise dagger
#

ao is required for making as map, for making smdi map you need specular and glossiness maps

boreal ether
#

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.

wise dagger
boreal ether
#

thanks i will read it.

silver gull
fading wasp
#

has anyone made a desert texture for the t-80

#

or t-90

surreal dawn
#

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?

silver gull
#

39 results...

surreal dawn
#

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

surreal dawn
orchid oak
#

sure

#

can't dm you @surreal dawn

surreal dawn
#

my bad, I had DM's blocked to avoid spammers

tired vortex
#

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

full quarry
#

wont work

tired vortex
full quarry
#

Arma does not support that kind of texture resolution

tired vortex
#

just 2K? i think that is what it is

#

unless its 4096x4096

full quarry
#

normally terrain textures are 2k

#

4K offers very little improvement

tired vortex
#

sorta true there

full quarry
#

most of the time terrain textures are under clutter anyway

tired vortex
#

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

full quarry
#

either you fixed something or broke something

#

or its just placebo

tired vortex
#

idk. running textures as a mod?

#

basically what i did

silver gull
#

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

tired vortex
#

we need 8K texture support

#

make that a bucket list item for arma 4

silver gull
#

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

tired vortex
full quarry
#

8K textures are total hoohaa

tired vortex
#

i never remember seeing a greyscale photo for height

full quarry
#

texture resolution increase is totally wrong way to go with graphics

#

theres million other better things to put performance on

silver gull
#

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).

tired vortex
#

lets just ask it for arma 4 to have this. Bucket wish list 🪣

full quarry
#

why tho? whats the use? Id rather see proper materials than silly "super textures" that 1% of people can actually even see

sullen nest
#

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

frozen blade
visual agate
#

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.

ancient smelt
ancient smelt
#

It looks like the Indie versions (that you get from the legacy site) are the same as the subscription versions for now though...

visual agate
ancient smelt
#

Yeah, if that's the case they've already "forked" it, which is pretty crappy since I still have a paid up maintenance plan.

visual agate
#

Figured I'd let you know regardless. Ill ping you if youd like with the version numbers

ancient smelt
#

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.

harsh inlet
#

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

orchid oak
#

Could be AO

visual agate
ancient smelt
visual agate
ancient smelt
#

Oh yeah, pink model means it failed completely, that should be easy for me to sort out.

visual agate
#

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

latent magnet
#

do weapon attachments such as silencers support hiddenselections?

vernal sage
#

Nope.

#

Needs to be separate models altogether.

full quarry
#

separate class with hidden selections should work

#

they just dont support changing texture with script

nocturne lake
#

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

visual agate
#

is the error code

gloomy island
#

hey! do any of you use substance? if so, is there a way to set polygon fill to polygon erase?

gloomy island
devout ocean
#

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.

full quarry
#

no

#

well only in config

#

no dynamic

#

its just another hiddenselection mesh part

devout ocean
#

I presume it is under the "patches" hiddenselection?

full quarry
#

since its mod content it can be anywhere

#

that one sounds like a logical choice

devout ocean
#

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".

frozen blade
#

but otherwise afaik there is no current way to have that done engine side

devout ocean
#

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.

nocturne lake
#

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

devout ocean
#

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.

gloomy island
#

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

orchid oak
#

Or post an imgur of what you’re trying to achieve/doing

gloomy island
#

I'm trying to make that symbol opaque

#

to match the transparency of the maroon in the second pic

nocturne lake
devout ocean
#

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.

full quarry
#

yeh not for anything done from RHS material

devout ocean
#

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.

frozen blade
#

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

devout ocean
frozen blade
#

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

devout ocean
#

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.

frozen blade
#

indeed

devout ocean
#

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.

severe rune
devout ocean
#

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.

dense peak
#

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..

primal cobalt
#

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.

visual agate
thin wraith
#

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

full quarry
#

Uv is not done right, or the model is not exported right

hot basin
#

agreed Looks like the UV is screwed.

thin wraith
#

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

serene agate
#

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.

spring crescent
#

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?

full quarry
#

you can use UVgrid texture

spring crescent
#

thats true

mighty rapids
#

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

wise dagger
#

try to increase roughness in substance painter also you can make the specular[] values a bit less

mighty rapids
#

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.

full quarry
#

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

silver gull
#

which could be solved by post processing (level filter)

#

and/or multiplicating with a certain color value

full quarry
#

also as side note your mod project folder structure is terrible

#

😷

mighty rapids
#

Jajaja, thanks for the help!

mighty rapids
full quarry
#

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

ancient smelt
visual agate
latent magnet
#

Just replace your smdi with a pink 512x512 smdi 😎

mighty rapids
#

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}

thin wraith
full quarry
#

is cargo view direct copy of lod1?

cunning flare
#

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

full quarry
#

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

cunning flare
#

Thanks for the info, would have wasted a lot of time and head scratching had in not been for you @full quarry 😘

grand warren
#

is there somebody who got a PSD template for the arma 2 merlin / HC3 (BAF), or know where to get one?

thin wraith
full quarry
#

and it has only 1 uvset?

thin wraith
full quarry
#

Well it is possible vertex order and the uv map for some reason broke in the copy. Where did you copy it?

spark shore
#

whats a good cap for textures used by a building?

full quarry
#

cap?

spark shore
#

like, too many textures and you have poor performance due to the draw calls do you not?

full quarry
#

small ones 1 multimaterial

#

normal 4 room house 2 mm

#

1 for exterior 1 for interior

#

maybe 1 supershader for detail hobknobs

spark shore
#

so thats 8+1 for a medium house

#

texture wise

full quarry
#

count the materials

#

not the textures

spark shore
#

I guess the most recurring materials are rock/concrete then metals and I guess glass?

full quarry
#

depends what you build your houses from

#

if you look into Armas selection of textures there is plenty of variation

spark shore
#

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

full quarry
#

they do to some extent

#

is that in meters?

spark shore
#

yeah

full quarry
#

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

spark shore
full quarry
#

yeh like that

spark shore
#

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

full quarry
#

1 for concrete, 1 for wall, 1 for roof, 1 for the bits and bobs

spark shore
#

oh I can clearly see the textures

#

I understand

full quarry
#

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

spark shore
#

yeah scale of the islands is a concern
but as small as the PF may be they look pretty good on the model

full quarry
#

yeh I had lot of narrow detail strips so I could squeeze in many different variations

#

they hold on quite alright up close

white cargo
#

sexy

silver gull
#

glass is not possible to include in multimat either, because it needs fresnel reflection to look anywhere decent enough.

spark shore
#

yeah I'm aware it was just a random example

whole haven
#

Hello, is it possible to have glass with a certain color on one side and another side other colors?

full quarry
#

yes

#

because arma has only 1 direction surfaces you need 2 surfaces for 2-way glass

#

so both of them can be different

whole haven
#

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?

nocturne lake
#

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

whole haven
#

well actually that's perfect, that's what I want lmao, I dont want them to mix necessarily, 😄

pseudo ledge
#

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?

grand warren
#

retextures are only possible for selections that have hiddenSelectionsTextures[]=
@pseudo ledge

bleak lily
#

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?

full quarry
#

what is generic damage

#

all materials behave and look different when damaged

bleak lily
#

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.

silver gull
#

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

bleak lily
silver gull
#

modify the texture and remove the bullet holes... or make your own wear map with scratches and stuff...

bleak lily
#

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? 🙂

nocturne lake
#

Circle all the bullet holes in photoshop Edit>>Fill select Contents: Content Aware. 10 minute job

bleak lily
#

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.

full quarry
#

to answer your question, I dont think there is such texture in Arma files

silver gull
#

if you never do it you will never become one

bleak lily
silver gull
#

until a while ago all games where textured with just photoshop /gimp...

bleak lily
# silver gull if you never do it you will never become one

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?

silver gull
#

modding lacks people with can do attitude... these days its all about shortcuts

bleak lily
#

on the other hand, it apparently has a lot of people who just have attitude, so yay! progress!

silver gull
#

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

bleak lily
silver gull
#

if you hadnt reacted the way you did, i would have given suggestions how to do the thing you wanted...

bleak lily
#

Aah, so now you are punishing me for my "bad behavior" by withholding your knowledge? How noble.

silver gull
#

no? you can still ask

bleak lily
#

just one question then

#

do you like the game?

silver gull
#

yes, modded 🤷‍♂️

bleak lily
#

well, my pleasure.

ancient parrot
#

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

silver gull
dense peak
#

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

full quarry
#

@dense peak for what purpose?

dense peak
#

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?

full quarry
#

LSV?

dense peak
full quarry
#

Ah that. It should have hiddenselections

dense peak
#

I tried 0 and 1, no results thus yet somehow

full quarry
#

Since it has variants.

#

Maybe you typoed the command?

dense peak
#

this setObjecttexture [0,"lsv1.paa"]; Doesn't seem typo'd

full quarry
#

You can check it's config to make sure hiddenselections are defined

dense peak
#

oh right.

#

Yeah, it has hiddenselections defined. I'm somehow stumped on why it ain't working then..

dense peak
#

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

full quarry
#

Depends how the patch is put on there

dense peak
full quarry
#

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.

dense peak
#

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

full quarry
#

You would not however edit the original files and repack.

dense peak
#

and it just makes it black

dense peak
full quarry
#

Is it a modded helmet?

dense peak
#

yes

#

What helmet are you trying to edit then.

#

uh

#

i am pretty sure mention of this mod is frowned upon

full quarry
#

Alright I can then stop too.

#

Dont use it.

#

It's not rocket science

#

Ffs

dense peak
#

bUt iT LoOkS GoOd

dense peak
#

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.

full quarry
#

Is lsv1. Paa in your mission folder?

lethal condor
#

Just in caaaase. Did you run the mission?

dense peak
full quarry
#

And yeh how do you run the command

#

In init?

lethal condor
#

And if there's any error message, share it

dense peak
#

yeah, vehicle init. I did try the method with the debug console too.

#

And there's no error messages.

lethal condor
#

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)"];

dense peak
#

Interesting

#

So, The white appears, but somehow my texture refuses.

lethal condor
#

Then I guess the texture side issue

#

IDK if such things can happen though

dense peak
#

Its so weird.

lethal condor
#

Tried to relaunch your game?

dense peak
#

I didn';t have any trouble earlier (yesterday) with other vehicles.

lethal condor
#

Perhaps your texture was cached

dense peak
#

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.

full quarry
dense peak
#

plsdon'tbully

ancient parrot
#

lol, it happens

lethal condor
#

We know. Bugs we spend hours to solve is just our mistake

ancient parrot
#

get used to that

full quarry
#

Id say it would be simple to find some other helmet

dense peak
#

Honestly they look a lot like the helmets introduced in contact.

#

guess i just have to stick to american units then sobbing

full quarry
#

Or you know. use different helmet...

dense peak
#

Does anybody have any experience with the .paa plugin for gimp from Gruppe Dler?

#

As in; Does it do its work as good as the converter tools in A3 tools?

#

yeah i use it all the time