#arma3_texture
1 messages ยท Page 49 of 1
Aight. I wasn't sure whether or not the conversion tools also handle any sort of compression of some sorts.
do note that for compression etc to be done right you will need to use correct texture suffixes
at least with the default tools
Interesting. I never heard of that before
It is meantioned here quite often 
I-I never looked in here until I actually started doing texture work, which was like.. 4 days ago.


Good evening dear community, I hope I am in the right topic here. My problem occurs when I'm trying to edit an inital .fbx file exported as a p3d file and loaded into object builder. The export from blender is happening without any problems (I'm using the Arma 3 Tools for Blender), but when I load the model into the object builder it's being displayed completely broken. Oh and as an additional info, if I am importing the fbx directly into the Object Builder it looks all perfectly fine Here are some pictures, so you can better understand what I've done: Screenshot from Object Builder: https://ibb.co/z4kxN6q Screenshot 1 from Blender: https://ibb.co/9vpDVZf Scrrenshot 2 from Object Builder: https://ibb.co/3pqccPz
Thank you in advance for your replies
Need to set a path to o2script folder in the Blender plugin
Ok, how can I do that ? where is this o2script folder even ?
Depends where your Arma tools are installed. For mine it's \Steam\SteamApps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe
Your arma tools object builder folder, you set it on addons preferences
Ok I found the folder and the exe, but where do I find the addons preferences (in Blender) ?
Edit, preferences i think
Then addons
And search for arma toolbox
It should have somewhere in there for you to paste the path
I would have a question about darkening the textures. Most of the times, I just set brightness to -50 in photoshop and call it a day. I would like to darken it properly, so in-game it will have an exact colours that I want. It will be used for HUD thingy that won't be affected by sunlight, searchlights etc.
wdym darken it properly?
What I see in .PAA is not what I see in-game, because in-game it is much brighter.
For example if I take a texture that has only this color: #13662c.
When I load it up in-game, I won't have the same color - I will end up with the brighter variant.
What I want is a systematic way how to darken the texture file so when I load it up in-game, it will be #13662c.
Is it understandable or am I missing something? ๐
Im not sure if you can have such
different lighting conditions affect it differently
or perhaps explain more about how you want to use it
There won't be any.
is it on a model or a ui element?
UI element
then those should not be affected by light
Strange. It somehow affects it. Maybe I'm doing something wrong elsewhere, but I thought maybe this could be an issue.
Here is the link to the picture of how it looks. Above is the in-game result, at the bottom is the original(Not an actual intended texture, just for the demonstration):
https://imgur.com/a/lBBuAL6
Wait a second... Why is it the other way around? Why is the in-game result darker?
how do you draw it as UI element?
class YSA_RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="PuristaMedium";
sizeEx=0;
lineSpacing=0;
text="";
fixedWidth=0;
shadow=0;
// x, y, w, h with position values - don't want to take much of the vertical space
};
class ysa_sheet_test
{
idd=1775154;
movingEnable="true";
onKeyDown="_this call fnc_ysa_sheet1";
objects[]={};
class controlsBackground
{
class mainPicture: YSA_RscPicture
{
idc=1210;
text="\ysa_sheet_test\img\sad.paa";
// x, y, w, h with position values - don't want to take much of the vertical space
};
};```
I've also tried using .JPG - no effect, other than it is looking better in terms of artefacts.
None.
since it does not have _suffix It may use some poor default conversion
hence the artecfacts
For the PAA - Using the dreaded ArmA Tools and the ImageToPAA
thats fine
how many colors does it have?
as in you got those color blobs
are they smooth edged or solid colors
what Im thinking is if the image conpression messed it up
if you had too many smooth shades in it
Oh I see. There are more colours than the desired 3.
possibly
I will try it with one color only.
also you could try suffix dx5
there is a conversion config file too in the armatools
that has all the other options it can use
and well you can make your own combinations too
Ok.
there is nothing dreaded in imagetopaa, have converted millions of PNGs with it.
It seems to be working when comparing it side by side. Thank you @full quarry ๐๐ป.
๐
is there any online repository of the arma 3 data files?
I need to check a texture and I can't afford to reinstall the whole game where I am
or I guess I could just ask here
does anyone know how BI devs handled the edges of rooftops in most buildings?
specifically talking about ceramic tiled roofs
since its a 2D texture and not 3D tiles I was curious how they are capped off
https://i.imgur.com/CSUSnm6.png
this is the only way I can think
basically a 2D front view of the end edges
but I'm still missing something to make it feel right
the width would be the same on the front view, you're relying on the angle of the roof to provide the perspective. The only thing that is missing is that the area under the tiles facing front would be dark to suggest a shadowed area
mhm I think I can do that
I'll test
The roofs like that are often mesh so no need for trickery or the end is hidden by a board
That would violate the EULA... so.. I sure hope there isn't
just referencing the vanilla houses who are a flat plane
the vanilla buildings are indeed simple in that regard
and not quite that accurate
aah, it is always nice to see some good old OFP imagery, what a nostalgia ๐
Not quite that old, but techniques have changed quite a bit in the 8 years
https://i.imgur.com/83M0hXt.png
still quite can't get it right
oh so I should make a full 90ยฐ angle
the end part should be just the ends of the tiles
mh I'll ad some ledge there to narrow it
Why slope the roof more sharply so that the end becomes thinner?
also an option I guess
Not sure if this right chat for this but I apologize if its not, but im looking for someone who can texture uniforms as in like markings, or just any design in general on uniforms. If you can please DM me please
@silent leaf
#creators_recruiting is the place to ask
Ah ok, thank you
https://i.imgur.com/GL1yKe1.png
made some progress
tried blending the stone and the tiles so it looks better
what do you think
does anyone know where to access the CDLC textures?
You can draw them on screen with dialog scripts and screenshot.
if I reuse arma 3 textures from dlc like brick, concrete and such will it require the dlc for people to use my mod?
Hello guys, sorry for my many questions but I am on my last step of my 3d model and still have one (hopefully last) problem: the weapon overall now looks how it should, it's just that it's too light (especially the scope). I've noticed that in blender by turning the strength of my normal/map to 10.000 solves the problem in Blender. Is there any way I can increase/change the strength of my normal map in material editor / texview or smth. like that ?
What do you mean by too light?
Yes/depends on dlc
Contact dlc?
Is there any way of moving an RVMAT without having to manually rewrite the paths?
Mikeros toolset has a thingy for that. Otherwise, no.
You can manually run a batch rename in notepad++ though for example
I assume it's the paid version of Mikeros tools, correct?
Dunno. Don't remember the differences
Sry for the late answer, I meant that in blender when the normal map is at 10.000 strength the texture has the correct color (darkish to black) but with normal map strength put on 0.000 it looks like in the base color texture light grey
and the latter is the case in arma, altough I've loaded the NOHQ (maybe it's just the way arma renders things ?)
I kind of managed to fix it however, by darkening the base texture itself
hi all,
I'm wearing the DLC Sniper Ghillie and i'm getting this bug at a super long distance.
https://cdn.discordapp.com/attachments/674256805970313257/877605636500750356/unknown.png <--- it's bright green at a certain view distance.
@floral seal this is not bug reporting channel
just wondering if its a texturing issue so i can fix it myself but okay thanks ๐
if its vanilla textures then no you cant fix those
what's the workflow for multiple UV maps? i have 2 extra, is that allowed in arma ?
i am making panels with letters on them
different textures can all have different uvs
UVsets between same surface you can have 2
perfect, my problem is that from substance painter to exporting tga's, i cannot seem to get the UV's to line up at all, does OB do this for me or...?
you may still have your uvsets spread to more than the allwoed 2 and all basic textures go into the first uvset anyway
the second one can be enabled on different material textures in the rvmat file
so there is uvSource = "tex1", is that technically my 2nd uvmap?
do i put tex and tex1 in an array? uvSource[] = {"tex", "tex1"};
No
You can only have one uvsource per stage
which stage should I use then?
https://i.imgur.com/MFG7zqq.png
made more progress
I feel like the illusion of a ledge works now
Pastebin your rvmat
Are you using supershader?
yes i am using super shader ๐ https://paste.ee/p/9V2Uj
Is there a reason why you deleted the other stuff inside the stages?
that's what i usually have for all my rvmats, the others didn't make sense to add unless u have more insight as to something else i could add
do u mean like what stages do I want to use for my 2nd uv map?
Yes
well they are letters on panels, so i would assume one that keeps color and good saturation
am I? because all I want is my separate Uv map to apply on top of my texture in game
it's all set out on blender
Do you mean a different diffuse?
o
(Tiling microdetail on surface)
What I personally used 2nd uvs in arma for is stuff like 1 UV Set/Diffuse, SMDI, NOHQ. 2 UV Set/ADSHQ (lightmap)
You can use the _MC map to overlay color on top of the original diffuse
really?
Yes
does it keep transparency?
Yep, depends on the alpha of the _mc
Just remember, _MC is a whole different texture
yeah I'm aware, I have whole texture maps set out
2 sets of 4k textures with all of the detail
Oooof
but there wont be 2 on 1 surface
Donโt use 4K
Unless you have a very good reason
4k only loads on Ultra tex settings
i can always scale it down, ill see how detail goes, and oh
And obvs 2k mipmap looks worse than original 2k
i didn't even know that. lol
Only vanilla stuff that uses 4k textures afaik is some dlc jets i think
Well I'm trying to go for detail mainly, it doesn't seem to impact framerate for now (I have a few 4k textures) but I want to see how that will turn out for lower end pc's, and also when i have scripts running on my aircraft
so I presume that 2k might be a better way
What 4k textures are you using?
well for the outside body and main metal parts on the interior
everything else is 1024 or 2k
Have you looked into using a tiling texture maybe?
Ya know, that's not a bad idea, i have looked into tiling before, does it lessen load?
I thought it was just a different way to texture
I just use seamless textures i whip up in photoshop
Well, you could use it for the main metal parts or stuff like that
You could get away with a tiling 512 or 1024
Instead of 4k
yeah for real, i didn't even think of that hahaha. Yeah i will for sure change that up
as far as the outside body goes though, i think that's the only texture that needs 4k tbh
but even the landing gears are 2k so
just the outside paint
Try to bake as many small textures you can
So you reduce section count
If you have 4 512 you can bake that into 1 1024
No
https://blendermarket.com/products/simplebake---simple-pbr-and-other-baking-in-blender-2 this is what i personally used
You bake textures together
Okay!!!! thats pog, wow, thank you very much man
i might drop 12 dollars hahaha
seems worth it anyways
to just have
Np
Make sure the rvmats are roughly the same
Like you canโt bake something emissive with something not emissive due to an emissive map not existing in arma
Roger ;3
do any of you guys know someone who has retextured the art of war dress uniform? my guys are having trouble with getting it in game
looks like a config issue.
this might help a bit. configs are commented
https://gitlab.com/CUP_Public/cup-public-repo/-/tree/master/retexture config template/ABC_CUP_Retextures
mmmmmm, not quite, they say they checked out that page tho it isn't what they are looking for, it would quite help if someone who has done this with these uniforms to compare notes
if they can't get it in game, it's a config issue
class ORIGINAL;
class NEW : ORIGINAL
{
FOO
};```
We can get it ingame, but it's not going on the model that we want, the texture is being projected onto some combat uniform
you used the wrong original class then
post your config on pastebin.com and share the link here
units[]= has to list your units (4mr_Dress_Pvt) not vanilla units
cfgVehicles:
to many unneeded base classes listed, you only need class B_Officer_Parade_f;
cfgWeapons:
to many unneeded base classes listed, you only need class Uniform_Base;, class ItemInfo; and class Uniform_Base;
other than than, i see nothing out of the ordinary
alrght, we'll give it a try
same issue happening
currently busy, will look into it later
Anyone know of any template packs(Whiteboards, banners, billboards) that are still up?
Guys, I'm doing a retex on a vest, and I was wondering whether it is technically possible to hide part of the vest with a transparent texture?
I've used transparent textures with the user texture -object succesfully, but now as I'm trying to hide the annoying little part from the carrier rig it just shows as black.
Only when the parts are individual hiddenSelections
Which is not the case on that vest. Or most others, since it's bad for performance to divide models into many sections
https://pastebin.pl/view/59dee212 they rewrote it again yet same result
hey ive been wanting to re-texture the CTRG stealth uniform to russian surpat for my mislim unit but im not sure how. i know how to unpack pbos and export paa files and whatnot but im not sure how to go about overlaying the camo and what to do afterwards. any help or advice would be appreciated!
My main question is how you would set up rolled and unrolled versions
Hi, I'm VERY NEW TO re-texture and I have a problem is when I finish that and After that I have to sign that for upload to server that I am playing. The problem is I can't sign to addons (.PBO) anyone occurred a problem like this before please advise.
Google how to retexture arma 3
hiddenselections, but ^
I don't know if anyone else using Photoshop for creating textures has noticed or whether the problem is only on my side.. But just yesterday when I opened Photoshop there was an announcement about discontinuing the 3D support (or something the like) that's been in Photoshop for years. I think the announcement said that this 3D stuff will be available in Substance later on.
Now, imho Photoshop has had this neat tool under Filter section (in 3D->Generate Normal map) which I have at least used to create normal maps from the textures I've been working on. But come yesterday and this 'announcement' I noticed that the normal map tool I mentioned there seems to be completely borked now. I at least can't use the tool at all anymore because every time I try the tool "glitches" strangely and only way to get Photoshop back in working condition is to restart it completely.
Even if Adobe's intention was to discontinue this certain tool's support I didn't think they were in such a hurry to apparently intentionally break its functionality
edit: here's the announcement that seems to pop up now and then when opening Photoshop https://imgur.com/a/JL1A9D9 Says "Many 3D features are not working properly" well duh they did work before a recent update but now doesn't. Sure won't work if you go and intentionally break them. Makes one wonder why didn't they just rip the 3D functionalities right out.
because they bought substance
That. "And the crowd went wiiiild."
So, are there programs that can be used to create normal maps as "easily" as with Photoshop? Perhaps any free-to-use. Wouldn't want to start paying for Substance on top of PS
tbh, PS never did it properly
https://quixel.com/mixer
https://substance3d.adobe.com/documentation/sp31/substance-player-2294742.html
Simple and quick creation of anything you can imagine. Create photorealistic, tileable, materials in seconds with powerful mixing and painting.
Thanks for suggesting these. I'll certainly check them both out.
I've myself used PS so far and never have looked for any other alternatives. Well, now is the best time
if you have a heightmap, then you can just use the nvidia normalmap plugin - at least thats what worked for at least a decade. Not sure if adobe "fixed" that plugin too to be non functional
apart from that - check out ndo2 (legacy) from quixel. To my knowledge its free to use, and you can still download from quixel (but you have to search for a link)
Thats a PS plugin too, not sure if fancy new photoshop wortks with it either... but ndo2 is much better than the simple normalmap plugin
Thanks for these as well. The more possibilities the better. Though like you mentioned, Adobe might have already "fixed" those.. but I'll be sure to check out
Quixel Mixer, Substance Alchemist, Substance Designer or Blender.
Mixer and blender are free. The substance suite is not.
Ah yes, I forgot Substance Player. I didn't know it was free though. ^^
how would i go about applying my texture to this uvset? https://gyazo.com/3bd785dd8e8acea49867db367a076bd3
what is that model, what is it that you want to do and where did you get the model from?
its the f117a, it's my own model that im making and have been for months now, and I just want to apply textures to the UVSets
Basically, I have all the textures for the panels and the gauges, and want to apply them on top of the textures i have already, they are already UV mapped as u can see https://gyazo.com/b5c70ea41c21fdc95c9e62d604176051
Apply it on arma toolbox in blender
Ooo where is the option to do that
https://gyazo.com/da25c9dbd9ed161b750c2f0ea4c1ecca this? I already have all of these mapped. I'm talking about the different UVlayers and applying a texture to said UVlayer
well, uvsets
You can only apply different uvsets in the .rvmat materials using the uvSource parameter tex, tex1 etc.
_co texture has to be in UVSet0
may i ask, i am aware of uvsource, but i do not understand how to actually get the texture data that i want to use for the panels and apply it
like png I want to use, it's already converted into a .paa, just dont know where to put the texture path, because i am also using another texture for it
As I said, you can only use a second UV set for materials. _nohq, _smdi, _as, _mc as defined in the .rvmat stage. Not for texture path (_co)
If you're applying a texture to it, you need to move the UVs to set 0
Well, the set 0 texture is already applied, set 1 is what i want a texture applied to, i think you may be answering the question i am just not understanding fully
I know that = tex1 is what i want to apply it in game, but i want the actual texture path for my separate, transparent overlay
At best you can try assigning the overlay texture as a _mc map through .rvmat and use uvSource
that's what i was thinking ๐
You cannot apply two different _co textures to the same polygon
yeah that's what im figuring out, myke towers already told me about MC textures, so i'm pretty sure that will work
it was just about me figuring out how to actually get a path in OB, thanks man
appreciate โค๏ธ
If it doesn't work you'll have to make a duplicate of the mesh you want the transparent overlay to apply to, move the UVs to set0, apply the transparent texture as a _ca through the texture field, and set it with a higher z-bias
i think its working!!!!
are you sure you need different UV sets to achieve what you want?
For cockpits, layering alpha maps on top of the base texture is common practice. That means you have different sections each with its own UVset 0
UV set 2 isnt usable in Arma, even though Objectbuilder may show it
how do i layer an alpha map?
i do have 2 textures, the MC works for the 1st one, but the 2nd layer set doesn't work like u said
no, its simply meshes on top of each other
e.g. cockpit panels (the metal rectangles of the modules) with metal texture. And on top you put a simple plane with an alpha texture for the label texts -> so that text is high res, but you wont need a gazillion pixels like you would if you would want to map the entire cockpit panels onto the same texture (with steel + the text)
glowing dials are made in the same way
you have regular textured dial. And then another plane in front of it with an emissive alpha texture
if you are the one with the F117, then im pretty sure i have already told that a few weeks ago
so, does anyone know why this is happening? we're using the art of war caps and a BI template
https://gyazo.com/289c9bb589bfac77c2d1e2981b975280
for some reason the normal art of war cap doesn't have this square around the US's eagle logo thing, but ours does
Have you saved your texture with transparency and converted it to. Paa with correct _CA suffix in the original file
Yep
are all of your textures following the rule of 2?
texture sizes
2-4-8-16-32-64-128-256-512-1024-2048-4096
Could also be the cap itself does not support transparency
is the alpha channel set to allow transparency or is it pure white (opaque)?
we figured it out, there was an error on the BI template, we just removed the background and that fixed it
anybody happen to have a decent sample of italian vegetato?
looks like the apex shader is broken with the newest version of substance
any way to fix that?
are there any rules for the retexturing of vanilla arma contenc?
Be responsible
?
Maybe this could help: https://www.bohemia.net/community/game-content-usage-rules
It doesn't mention retexturing specifically, but it says:
Q: Can I reverse engineer or modify your game files?
A: You may not reverse engineer or hack our games to access the content you want to make items from or to change the gameโs functionality.
...does that answer your question? i am not sure, but it seems to me that it basically says "no, you can't".
Although, if you can make a new texture from scratch, and put in on the model without editing the original P3D (or if that specific file came with a license that allows it), then i'd say you can.
Ie. if you can achieve the re-texturing by editing existing RVMAT file (unless it is binarized - i have no idea if unbinarizing rvmats is allowed - unbinarizing p3ds isn't, so... but you can unbin configs and use what you find in them, so... probably ok), or via config, or via in-game scripting, then yes.
Actually, few days ago i did edit some original A3 diffuse texture and normal map, to remove bullet holes from them.
And i did that after somebody here told me to do it, and nobody raised even one eyebrow, so i guess it is allowed.
But a clear answer would be nice, would be nice to know if i can use it, or not.
But regardless of whether altering original textures is allowed or not, if your case of re-texturing requires you to modify original P3D file, then you can't, because you are not allowed to edit the P3D.
yes, debinarizing rvmats is allowed, bohemia even provides you the tool to do it.
and yes, you can modify the original a3 textures, but you cannot debinarize anything
What if somebody edits a p3d without debinarizing it?
there is no way to modify a p3d without debinarizing it
of course you can, for example, you can change texture/rvmat paths, and more - it all just depends on how tech savvy the person is.
do you mean hiddenselections?
...but i guess that would fall under the word "hack", so not allowed i think.
no i mean hex editing the content of the actual p3d file.
ah right, well that wouldn't be allowed i assume
thought you meant more as in modifying/manipulating the mesh
https://ibb.co/vVW7rKn why do my textures look like this in the sunlight?
without knowing what you tried to use as textures, because you made them so. To me it looks like you are using some repeating pattern texture that is way too strong and way too large scaled
im more or less focused on the weird shading, it like highlights my NOHQ maps, or my AS maps, do you believe if i up scaled that UV then it would help fix the shading issues?
or it that more or less something i'm doing wrong in the .paa's?
have you baked the textures or are you trying to use tiling textures?
alright ill give it a shot, it's most of my model that does that with lights
it shines wayyy to bright, thanks goat boi ;3
could be your vertex normals are booped
or you dont have sharp/soft edges set up right
or your rvmat is boobed
or your textures are boobed
or combination of above
it mainly brings out the NOHQ map way to much, i have noticed with different vertex shader id's that it helps a little bit, but I do want super shaders for most of the textures in the cockpit that are noticeable, can you further explain what boobed means?
replace with your favourite swearword
ahhhh, see, i was thinking that too, with my AS map
and yes you will want to use superShader
but you must not break it by removing stuff
it needs all teh stages and whatnot it has
the stages are there, it's more or less just the way it's rendering. You wanna take a look at my rvmat file? https://paste.ee/p/k8It3
i'm wondering if there is anything noticeable that would cause that issue
youve set diffuce to all 2s, that will blow up your color, and ambient to 0.25, that will break AS and specular to all 1s, thats probably gonna break specularity
my idea with diffuse was to make it more of a flat color, and the ambient and AS to reduce the brightness
was i going about it wrong?
yes
what do you recommend i should set those values to?
defaults
and then edit your textures
though the tiling textgures wont really work for that
well i can always re export the tga's from substance painter but with different values
i'm sure i can figure it out
you really should bake the textures
should i bake them in blender?
anywhere you like
do note that for baking you will need uvset0 to cover 1 UV space only
so in other words just one uvset?
no
stage 2 DT for example can be used with uvset1 to overlay a tiling detail texture over the baked texture
Alright, ill see how it goes :3
howdy, will this serve as a good tutorial on how to retexture a uniform and stuff or is it kind of outdated (considering it has been posted 6 years ago)
https://youtu.be/qZoI7f0ApSI
just wanna know so i dont spend hours tryna learn smth thats being done in a diff way today
oneliner; download gimp and mikeros tools. use extractpbodos to open a pbo and texview2 to open paa and convert to tga/png. open tga/png in gimp, edit like crazy. use texview2 to convert tga/png to paa. done ๐

you start by creating a proper working environment:
- install arma 3 tools
- create p drive
- download and install listed mikero's tools
- run arma3p to extract arma 3 game data to your p drive
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
Using the original texture as a template -> ok
Painting over the original texture -> generally tolerated (not allowed, tolerated) if you use it only in Arma and non-commercially. But BI still owns that content so if you do bad things with it (like use it for terrorism or whatever) they still can get back at you.
Modifying game models -> big nono
Thanks
I'm trying to emulate this texture for preview objects being placed in Exile:
https://imgur.com/3ef9HGv
Mine:
https://imgur.com/cIsThwq
I haven't worked with transparency yet and don't know how to set up my rvmat to create the effect.
My rvmat: https://pastebin.com/eAnQRd6v
Application in config:
class CfgVehicles {
class BSF_IronWall_Preview_Base: Exile_Construction_Abstract_Physics
{
hiddenSelections[]= {"camo"};
hiddenSelectionsMaterials[]={\BSF_Community_Addon\addons\BSF_IronWall\data\BSF_Object_Preview.rvmat};
hiddenSelectionsTextures[]= {"#(argb,2,2,1)color(0.7,0.93,0,0.6,ca)"};
};```
Any help is appreciated as always.
you could try setting the procedural alpha value 0.6 lower
like 0.3
and you should not really need to swap the material on it
since the original already works
actually since the original already works, why do you want to change it ๐
or is it a new object?
if its a new object, then you need to give the p3d also a transparent texture (file or procedural)
otherwise you cant give it transparent texture in the hiddenselection
This is a new object. Are you saying that the transparent texture needs to be applied in the p3d itself? I thought that hiddenSelectionsTextures[]= {"#(argb,2,2,1)color(0.7,0.93,0,0.6,ca)"}; would accomplish that.
yes
when object is binarized it gets flagged as solid drawn or transparent drawn type
and that does not change in live game
so the type of texture you want on it, has to be on it initially
Will that impact the objects solid textures applied after it is placed?
you will want 2 separate objects
The Exile objects refer to the same model. It gets that texture before being placed and then a solid texture is applied when static.
Actually, I just checked and was mistaken. They actually are using a different model. Thanks for the info. Now I have to decide whether it's important enough to me to copy 100 models.
yes. as the placeholder model should not contain anything but the simple representation of the main model
no geometry or any special stuff
it should be as simple as possible
I just experimented with it and it works as desired. Do you know of a way to batch edit p3d's? I pinged mikero but he may not see it until tomorrow.
well in theory you could do it in O2 script
but Id wager if you are not familiar with it, its faster to process the files manually
dep3d command line -DLnn delete physical lod nn, but no idea if that would do what you want.
that could perhaps work
Any idea what the syntax might be? I've tried 30 variations of:
DeP3d -DLnn-Geometry P:\p3d\BSF_IronWall_Low_Preview.p3d
DeP3d -DLGeometry P:\p3d\BSF_IronWall_Low_Preview.p3d
DeP3d -DLnn [Geometry] P:\p3d\BSF_IronWall_Low_Preview.p3d
DeP3d -DLnn [-lod=Geometry] P:\p3d\BSF_IronWall_Low_Preview.p3d
DeP3d -DLnn -lod=Geometry P:\p3d\BSF_IronWall_Low_Preview.p3d```
With no luck.
i would say a neon pink retexture of anything would fall under the terrorism clause
I think the parameters are delete physical lod and the nn would be number. sorry don't know, havent used that parameter before.
ok, thanks
hey @ancient smelt, any updates on the SP thing with the generic error?
If you're getting an error with the latest versions of SP, this might fix it:
cheers will have my boys take a look
Wait, didn't I give you this already? ๐
You were going to let me know how it went, if everything seems fine I'll stick this one on Github too. ๐
i thought i did?
(I'm a bit pressed for time)
seems like discord may not have actually pinged you over it
Mmm, I didn't see any pings. ๐ฆ
That one is for SP 7.2.1, and since they seem to go to special efforts to make shaders neither backwards nor forwards compatible, if you're using an earlier version of SP you might need to use the shader on Github.
(Also, if I don't respond to a ping on here feel free to PM me.)
so, im trying to texture a ifrit and add it into a config, but it doesnt seem to be working
class custom_Ifrit_: O_MRAP_02_F
{
_generalMacro = "O_MRAP_02_F";
side = 0;
scope = 2;
crew = "SCPContainment_MTFOperator";
faction = "SCPContainment_Subclass_Staff_Opfor";
displayName = "[MTF] MRAP";
hiddenSelections[] = {"Camo1","Camo2"};
hiddenSelectionsTextures[] = {"scp_mod\textures\ifrit\Ifrit_scp_main.jpg","scp_mod\textures\ifrit\ifritext_main.jpg"};
};
``` this is the ifrits config
jpgs arnt used. you need to look at the texture naming rules pinned in the channel.
It works for everything else or is arma just that picky?
So I'm doing a re-texture on one of the base game uniforms but when i load the game, in the main home screen. It gives me the error
No entry'bin\config.bin/CfgVehicles/cfgweapons.scope'.
I have no idea how to fix it, send help lol
- Post config
- It is certainly configured pretty bad
- CfgWeapons is not a CfgVehicles entry
Can I pm it to you?
Ok. I think I got it actually
what is the value to increase darkness of the rvmat?
i adjusted the color map on one of my .paa's but i think my smdi or AS map makes it gray instead of dark gray
could be SMDI blowing up the shinyness
also, i was told that arma can do height maps? is that true?
parallax map? Only works on terrain textures
it can do normal/nohq maps, but not straight up height
hey so i make a skin for my rp group and im currently on the hunter hmg where can i find the vanilla texture pattern for the mounted turret ?
afaik the turret has no hiddenSelectionTextures
therefore can not be retextured
@ionic glen
lemme doublecheck
- question i have on the door a text and on the otherside its mirrored can i change that somehow so you can read it normaly from both sides ?
looks like it got added
{
"\A3\soft_F\MRAP_01\data\MRAP_01_base_CO.paa",
"\A3\soft_F\MRAP_01\data\MRAP_01_adds_CO.paa",
"\A3\Data_F\Vehicles\Turret_CO.paa"
};```
nice thx the 3 line was missing for me
pacific green from the apex DLC
{
"\A3\soft_F_Exp\MRAP_01\data\MRAP_01_base_olive_CO.paa",
"\A3\soft_F_Exp\MRAP_01\data\MRAP_01_adds_olive_CO.paa",
"\A3\Data_F_Exp\Vehicles\Turret_olive_CO.paa"
};```
it helps to look at the configs by using the config viewer
config viewer ? im new to all this
place an object in the editor
right click
find in config viewer (or so)
so i have this open and for the future where can i find these lines
click on a random line
hit "h"
cursor jumps to the first config entry that starts with the letter "h"
scroll a little
then you'll see hiddenSelectionsTextures[]
hiddenSelectionsTextures[] = {"\A3\soft_F\MRAP_01\data\MRAP_01_base_CO.paa","\A3\soft_F\MRAP_01\data\MRAP_01_adds_CO.paa","\A3\Data_F\Vehicles\Turret_CO.paa"};
found it thx
๐ค
thank you so much for your help
Another question the dirt / Dust has to big Pixel but if i try to make it smoth it Looks like censor any Tipps?
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where did you save it as png?
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program
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Id suppose you could try resaving it as png
or tga
or try imageToPaa
instead of texview
or perhaps your tools install is not complete
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Rvmat
Dunno if I'm doing something wrong, but I've got a little grass/bush model thing I'm working on to be able to use between the tracks of dirt roads. I wanted it to react to wind, so just using clutter was out of the question
Anyhow, something I noticed is that if in my p3d> face properties > lighting & shadows is set to position, and I set mainLight="sun" in my rvmat, it's actually flipped
And light will be cast onto the texture opposite of where the sun's direction is
Maybe I have something setup incorrectly
Little image to explain it easier I suppose
Maybe that's a trait with using position though
You should not need to mess with those
@full quarryWhat's the proper way to get that effect if you don't mind me asking
Vertex normals and treecrown shaders I recall. I'm fairly certain vanilla objects don't use the features anymore and they are remnants of old methods
hmmm
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I still don't get why the directional light would be flipped
Very curious lol
Just mysterious left over stuff I guess
That would be my guess
Sorry no, I unfortunately don't have time for private help
Goat stuff. :D
https://cdn.discordapp.com/attachments/566060230824165383/881615039453343815/cdbrickwall.rvmat
Here's my example rvmat
As for a normal map, arma 3 reads them weird, you'll have to invert the green value (y axis) on the normal map for it to show right. Best way to do that is open the normal map in photoshop, select the green channel and hit ctrl+i to invert it. Lastly save the normal map as filename_NOHQ so arma reads it as a normal map.
do you maybe have a normal map in OpenGL format or something like that? (idk much about vegi stuff). Maybe its a simple flip of a normal channel
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Opengl and directX reads the green channels inverted from the other, very common.
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What is "this"
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you're not gucci, you're Otto The Enclave Trap
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as flat texture, it looks like a texture. ๐ you do seem to have details etc in correct looking places
nice
but would have to see it in game to say more
Is there a guide on making an object's texture transparent?
Whether a polygon is transparent or not is stored inside the model itself, which you cannot modify
So if the object didn't originally support transparency, you cannot add it with a retexture
๐ this and also for retexture or original work?
Orginal model
then alpha channel in your texture would do it
you need to save it in a file format that supports alpha transparency and convert it to .paa with correct texture suffix in its name
So in substance painter just export it with an alpha texture and name it _ca?
possibly
but also you should not combine solid textures and transparent textures on same file
as that breaks the solid parts
So like two diffrent rvmats?
depends on what you are making but often different textures use different rvmats too yes
_ca if you absolutely need 8bit alpha (beware: 8bit alphas do not receive shadows -> looks odd)
_co if you can use 1bit alpha
Tools for handling/editing RVMATs?
I have some binarized rvmats I just need to edit the filepaths in.
I used the Arma tools CPP converter to access the data, but now I'm stuck with a .rvmat.cpp that the game doesn't recognize, so I'm unsure what I need to use.
Managed to sort my life out with the file extentions, but I'm still having issues with the RVMAT pointing to the OLD mod root folder, and not being able to find the nohq.paa's in the new folder.
what models are you working on if you got binarized rvmats?
Hello,
I've just started getting into making textures today and the lighting on my uniform is very odd. Can anyone help?
Screenshot: https://media.discordapp.net/attachments/656953401070059541/882267161920421919/Arma_3_31_08_2021_15_11_49.png?width=1202&height=676
However this only happens on the model, everything is fine when i use setObjectTexture.
No
are you messing with the rvmat?
Yes
then that would be the cause
my guess is you either used broken rvmat or your normalmap is bonkers
I'm currently taking an RVMAT from the game files and putting it in the folder, would that fix it?
perhaps.
Are RVMATs essential for re-texturing?
no unless you are changing some texture used in there
if you dont change anything in it, you can just inherit the hiddenselectionMaterials config stuff from the original parent
no need to mess with them at all
Alright i was following a tutorial, thanks again
was it from youtube?
Yes

Should i not be following tutorials?
Can you recommend any other methods for learning texturing?
well there are few topics on it on BI forums I suppose. Retexturing is quite a bit different from texturing original models since you are restricted by the existing textures setup
trial and error pretty much
Okay thanks i'll see if i can find any.
and generally speaking you only touch the rvmats if you need something to be more or less shiny
Ik how to texture clothing but the format for the guns always confuses me whatโs the best way to learn
learn what?
How to texture guns compared to clothing
Iโve looked at gun templates before that are in separate files idk if itโs the same just have to color each file separately or what
But
Yeah
All models are textured same way
Do you speak of texturing new models or retexturing old models?
Retexturing
Idk
Ig Iโm just slow when it comes to the guns itโs hard to tell which side it will actually go on for me
Like especially with the hand guard
you can use uvChecker texture to take screenshots and compare to the texture sheet to find where what parts of the texture belong to
i don't know if this is the right channel, but i want to get into retexturing items, specifically retexturing an armband from a mod
This is. The other one was not.
You can look up BI Forums for info on retexturing
And the channel chat history here
Whatโs the best way to learn about the confit you have to do after texturing a gun
Or retexturing
step 1 learn how configs work by reading BI wiki about them,
step 2 find topics on retexturing on BI forums or discord history
step 3 open up sample weapons config from Arma 3 Samples on Steam to see example syntax
Step 4 combine all above knowledge to a new config
Hey guys ive been trying to make a map makrer mod and have been able to make the pngs into paa but for some reason whilst i can see the names of the markers in game when i drag them onto the map I cant see anything
I've correctly formatted them to be 512 by 512 and have labelled them with the name mapmarker_cross_CA
I heard that CA was needed as a suffix to apply the alpha map to the actual texture
they've already been converted into PAA files
how do you pack the pbo?
How does one go about creating the AS map from an AO map? Is it something done in the color channels?
No need to do anything. Tools will remove the channels it doesn't need so long as the texture is properly named with an _as suffix
Oh, awesome!
depending on what it looks like in live game you might sometimes need to adjust the levels
hey, y'all. I've just started my first attempt at retexturing, and I'm getting a "cannot load texture" error:
https://i.imgur.com/HFO0goT.png
my config looks like this:
https://i.imgur.com/rmWDLFt.png
and my file structure looks like this:
https://i.imgur.com/XLUS1P8.png
(this screenshot taken with the pbo unpacked, I'd pack the 'NAT_AirVehicles_UH60M' folder into a pbo ofc)
my textures are in paa format and are both 4096x4096px
I've been using PboManager to pack the addon
I've p much tried everything that I could find online, and everything seems to be correct, so I have no idea why it continues to do this :u
Pbo manager is the first mistake. Its not proper addon making tool.
You probably don't have P drive setup judging by that folder structure
And frankly I'd like to shoot the people who have somehow managed to infuse this ridiculous folder structure as normal.
@ folders and addons folders do not really belong to the internal folder structure
@gleaming quiver
Follow this
https://gitlab.com/CUP_Public/cup-public-repo/-/tree/master/retexture config template/ABC_CUP_Retextures
how can I reduce paa compression artifacts?
sometimes you cant
and have to figure out a way to reduce amount of colors in your texture
sometimes that can beam splitting it into 2
I just realized the DXT options have this issue, ARGB8888 does not. The file saves to paa as DXT1, is there a way to force it to save as ARGB?
do you use correct texture suffix on your filenames?
the suffix controls what compression is used in the conversion from tga/png to paa
also use tga or png as file format
in case youve done silly and used jpg
its in png and marked as _co at the end.
is it very colorful/lot of gradients
its a camo BDU with a green armband. I assume pretty much uniforms n such default to DXT1?
yes
Gotcha, well that sucks. Just have to deal with it.
you could name the source file with _dxt5 suffix and convert that
or check the convert rule cfg thingy for other options
or reduce colors
does anyone know where i can find the menu mouse cursor graphic?
nevermind, found it. thanks everyone.
๐ ๐
Shot in the dark but does anyone have a template for these books?
or any resource like : https://community.bistudio.com/wiki/Arma_3:_Art_of_War_Artwork_Textures for this stuff
I'm having an issue where my _co textures don't convert properly. When applied in game, they have a static/grain effect and are semi transparent (you can see the outline of objects behind it). I've had this issue before but that was when the texture didn't have the proper suffix. What else could be causing this issue?
Your Co texture contains transparency. Remove that
How do I check for that?
Remove alpha channel from it
whats the classname?
I found them! thanks though, here it is if anyone in the future needs it! https://i.imgur.com/lYjJq4Q.png
My textures are pngs and do not seem to have alpha channels. I'm not sure what else to to try.
alright so no alpha in the source file ๐
how about what _suffix you use to convert to .paa
does the model have rvmat?
if yes, what shader type the rvmat has?
and if you remove textures and rvmat hows it work?
I used _co for the texture, rvmat pixel and vertex shader is Super.
I'm not sure if it's because of the lighting but I cannot recreate the problem in Bulldozer
its related
does it happen when there is no texture or material applied
if no
does it happen if only texture is applied
When it has no texture or material, the problem goes away.
When it has no material and just texture, the problem goes away.
then sounds like there may be some issue in the rvmat
try assigning the default super shader from P:\A3\data_f\
I applied it without any edits and the issue persists. Another thing of note is I have other variants of the object with _ca textures applied and they seem to work fine.
Other variants using hiddenselections. The base model uses a _ca texture.
So I would need to make a separate model for _ca and another for _co?
yes
That fixed it. Thanks!
don't know where to ask this, but does anybody know how to extract enoch pbos?
You can't
huh
Pbos extract like any other
yes, but they're not in my arma 3 directory
wat
Ebos cant be extracted
Yes they are. You are looking into wrong folder
weird, so how do other people get the files?
What files?
for textures, etc. from contact
Textures are easy. Just use GUI element
You have the โextractorโ that named Arma 3
If its stuff in pbos, they extract the pbos, if it's stuff in ebos they screenshot the textures from scripted dialog screen in game
I have. But dedicated for my environment
alright, i'll have to see if i can figure this out on my own then
Any idea how to get rid of this weird artifact when making transparent textures?
https://cdn.discordapp.com/attachments/566060230824165383/887093561361829908/20210913175243_1.jpg
some of my objects get that sky/background color when looking through transparent parts
alpha sorting
assuming the said uniform supports retexturing, you would find its original texture, pain your changes over it and then make a addon with that new texture and a config to a new uniform class that inherits from the old one and then in the hiddenselection part it uses your new texture
i actually don't know how to make an addon
and also, how do i check if it supports retexturing
if hiddenselections work on it/it has hiddenselections defined in its config
It's a cup uniform, where can i get the texture?
if you set up development tools and P drive development environment you would then be able to aslo unpack CUP data to find the texture
Hello there. Any Arma 3 modders in here that can help me out? Im looking to upload custom patches into my arma game of pictures that ive made. Anyone can lead me in the right direction to learn how to do it?
Insignia or clan tag?
Insignia
Ive tried this an still not working
Without looking an actual product/config/situation can say nothing
I can put an example config for an insignia mod in here when I get home today. Iโm off work today so I can get to my PC around 4ish
class CfgPatches {
class classnameofpboormod
{
units[] = {};
weapons[] = {};
requiredAddons[] = {};
version = "1.0.0";
author[]= {"Your Name Here"};
authorUrl = "Steam Link";
};
};
class CfgUnitInsignia
{
class insignia_classname
{
displayName = "Name In Arsenal";
author = "Your Name";
texture = "path to your .paa file";
textureVehicle = "";
};
};
@little notch Edit that and place it in your config file.
Make sure you convert the pictures to a .paa via ArmA Tools, and don't fully path it for your PC. The file path should start in the specific file that the PBO will be packed into, then from there to your .paa.
Example of pathing
texture = "titan_patches\data\TitanCompanyIcon.paa";
Model makers! Id like to get into custom texturing models (with the original creators permission of course) and was wondering what softwares and files ill need in order to do so? Completely new to this and am looking forward to getting into it!
I highly suggest substance painter and photoshop, also you will need arma 3 tools.
Substance painter is good for making base textures on a model, if youโre just doing retextures of currently made assets (with permission from the creator plus license terms) then you only really need photoshop
But substance painter is also good for both ways.
you cant use substance painter if you dont have direct access to the raw source model (not the p3d).... well ok you can use it, but then you can only draw on a flat plane
^
I meant more like that sorry
I mainly just keep it photoshop since I have been doing stuff with it for years
Is their a folder with just all of the vehicles in one base colour
Just like a grey or black or whatever instead of the vehicles with camo, some vehicles being green etc.
Can't really do overlays if all vehicles have different colours.
Anyone know how i can get rid of the Unit patch or squad patch on the right shoulder? I just did a re-texture of a uniform and the patch makes it look like shit.
right shoulder is usually reserved for the clan tag (the logo used in units.arma3.com or a squad.xml). this area is defined in the model itself and get's filled automatically with a logo if a player uses the arma 3 unit feature in the launcher > parameters > arma 3 unit for example.
@viscid coyote
you might be able to overwrite it with BIS_fnc_setUnitInsignia adn a transparent square image in your retexture config. i've never tried it tho
https://community.bistudio.com/wiki/BIS_fnc_setUnitInsignia
Hello troops, don't suppose anyone has a working link to the old PSD template packs found on Armaholic please? I have the Arma 3 Samples pack, which meets my needs for vests, but no uniforms (AFAIK, I may be overlooking them). I would love to get my hands on the IND, FIA and Syndikat uniform .PSD templates for a little project with my friends. TYVM in advance 
what are the primary tools needed to retexture clothing and items in arma 3?
Arma 3 Tools (TexView), Arma 3 (to check your changes) and some kind of image editor
notepad
@severe rune thank you!
Is there a way to stop see through halo's from forming when two user textures overlap?
nvm, Alphatest128 in the rvmat fixes my issue!
Am I just dumb or is the Taru temperamental? I can't seem to get a mod to work with a retexture of the Taru, works fine if I change the textures in Eden but config must be wrong:
class CfgPatches
{
class DOZ_HELI
{
units[] = {"doz_taru"};
requiredAddons[] = {"A3_Air_F_Heli_Heli_Transport_04"};
weapons[] = {};
};
};
class CfgVehicles
{
class O_Heli_Transport_04_F;
class doz_taru: O_Heli_Transport_04_F
{
_generalMacro = "O_Heli_Transport_04_F";
scope = 2;
side = 1;
faction = "BLU_F";
displayName="143rd Logistics Mi-290 Taru";
crew = "B_crew_F";
hiddenSelections[]= {"camo1","camo2"};
hiddenSelectionsTextures[]= {"dlb\dlb_dozette_taru\dozette_taru\data\heli_transport_04_base_01_Grey_co.paa","dlb\dlb_dozette_taru\dozette_taru\data\heli_transport_04_base_02_Grey_co.paa"};
typicalCargo[] = {"B_Helipilot_F"};
availableForSupportTypes[] = {"Drop","Transport"};
};
};
Like it packs fine and appears in Eden as a vehicle but doesn't have the retexture, just the classic CSAT hex
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization
Did you filled textureSources part?
No
Perhaps try it
Not sure if this should go in here or #arma3_config;
When making items for Arsenal (guns/vests etc.) how do you make the UI images, is it done using the same method as the UI images for eden/curator?
I believe its quite free form anything goes thing
The only solution I currently have is placing them all and taking screenshots by hand 
you can probably create a script to automate it
good evening everyone anybody know where i can find the texture suit of the dlc arma 3 art of war charity pack
@lethal condor yes it is the formal suit that I am looking for but I it is not where to find it
did you check if it has been mentioned on the #art_of_war_discussion
This is a big wide/big question, but was wondering. Where do you guys generally look for base-textures? I'm working on some shoot houses walls, and need a black concrete "tile" texture, looked around a bunch but can't find anything good enough.
Hey, did I understood that right? I can only use one texture/uv for my object? Only one UV set is supported by Arma 3? I am modeling a boat and want to texture it, but only the first UV set is showing the texture and now I read that only one UV set is supported? Thanks in advance
Texture can only be assigned to the first UV set. If you have multiple textures they all need to be in the same UVset but different texture/material assigned
At least 2 UVsets per model are supported but only materials files (normal map, macro texture etc.) can be assigned to the 2nd(+) UVset. It's done via .rvmat
Ok nice, so I unwrap my whole object to one UV, paint it, and assign the texture to the object. And for the glass (also unwrap in the same uv?) I use the tutorial glass from the pmc wiki. So do not paint the glass but assign the given textures and rvmat on it?
Do I also need to unwrap the created proxies?
The triangles? No
You can assign multiple textures on single model and have all of them use the same first uvset
The overlap does not matter because the mesh parts use different textures
so I just overlap the different uv maps and assign the textures to the mg and glass? I have one extra for the mg turret and the glass
Yes
wut nice will try it ๐
Nice, it is working! was searching hours for solving the problem...
Hello, what's the purpose of an smdi file?
anyone happen to know how to retexture the tires, fenders, and rollcage on the jeep? I have the texture but I'm stumped on where to or how to apply the texture
what jeep?
you would need to create a config mod that contains a config file that creates a new class of the jeep which uses hiddenselections to retarget the textures
unless those parts can not be retextured
did you inherit from the original vehicle class?
yes
perhaps those parts cant be retextured?
have you tried in game with the setTexture command if those parts can receive a textures
then those parts cant be retextured
damn
I appreciate the help
pass it forward 
hello cool texturers, I was wondering if you guys had some advise on how to retexture RHS assets. I think its pretty impressive how RHS has seams and pockets in certain uniforms and i just thought it would be a shame if i had to cut out all those cool details. Also just lesser known tips and tricks in general would be great ๐ im quite new to this and i want to absorb as much info as i can
I would love to know more too are there any guides that you would recommend? I am mainly looking to retexture some RHS assets for my own personal usage.
how do i retexture. ping me.
website down?
seems so
Well I've managed to load the page. I am sure that it fall under re textures and I am not even planning on making it public. Strictly for my own personal use in my missions which are not public.
define โpublicโ. will anyone but yourself make use/have access to these?
Sanchez: congrats on terrain release. put the release announcement with description to #production_releases
No literaly just me
:)) cheers, usually people consider/missuse "personal" as not publicly not available, but distributed privately
in that case, you are all good
we do not provide templates because most assets are done directly in 3d painting sculping software such as substance/quixel/zbrush
@rare lakeSorry, and thanks
hey, i'd like to create some vehicle skins. i have a reskin made already, but i'd like to know if there's any tool i can use / method to test it out on the vehicle's model
you create a mission in editor, save it and copy the texture into the mission folder and use setTexture script commands to apply it on a model
okay, thanks
i have the texture in my mission file but i can't seem to figure out how to get it to apply to the vehicle. i've tried multiple commands but it doesn't change the skin
any idea what i could be doing wrong? the texture is the correct file type. maybe my commands didn't have the correct syntax but i'm unsure
nvm, figured it out. had to assign a variable name
i'm trying to retexture a tank but there's a vent on the side that i can't seem to get the object texture for
is there another command to check the textures used? or am i gonna have to do some diggin
if you have the debug menu, you could use getObjectTextures cursorObject and then just look right at the thing you want textures from
okay i'll try that
still just gives me the tank's textures. i have replaced all of the ones that get listed, but this vent is still on the side unaltered
it's a modded tank so it could potentially just not be giving me all the proper objects i guess
yeah i ended up finding it. just wasn't listing properly
well, i found the texture but now i realize i can not apply the texture to the vent without referencing the object
this vent is part of a single vehicle object (m109a6 from rhs), but it's not referenced when i get the tank's textures
if its not part of a hiddenSelection you can not change it
a hidden selection is a different skin variant, right? i am new to this
the m109 has two selections for camo, woodland and desert and the panel does change on both
ah actually it doesn't
alright then that's probably it. thank you for the help
substance painter has a photoshop export tool, it keeps all of the layers used there (even if you opt out of sending anything but diffuse/albedo and one layer does not have those, still sends).
You just have to give a while then copy all layers into a new photoshop file so it gets the correct color profile, however some layer values may change, overlay is particular bad about it.
@ancient parrotwell aware, but the PS export tool was not available from the start of that substance painter existance, it was a plugin, now is embededed since adobe owns it
which means each artist needs to go back and export PS files for everything done in substance. no export for quixel former tools (not sure if the current ones have such PS export)
I thought the whole quixel suite built on photoshop?
it was yes, but irc the layers were not really usable once quixel was closed for instance
and going back and opening these older projects in a software that has evolved to a completely different product is not something easy to achieve
as such, maybe some templates for newer products can be made, not really for older ones
Aaah, completely understandable, especially with those older projects.
Does anybody know what the rules on messing with Unsung textures are? I'd probably use them privately, with no distribution, which is good, but what if I wanted to use them in a mission or op?
You probably need to ask from Unsung team. Link to their discord is in the #channel_invites_list
my gut feeling is that they too allow retexturing but best to ask from them directly
thanks.
i am trying to retexture another RHS vehicle. everything works fine except that when i apply the retexture to the mounted gun, the uv map goes out of alignment.
could it be because of the filetype for the texture? or is this unsolvable outside of manually uvw mapping the model
which vehicle? Most of ours don't have the mounted weapons retexturable
it was the RG33
i was trying on the USMC one but i switched to the US army variant and it worked out fine
They have two different turrets
USMC one has a MCTAGS type turret and the Army ones have the OGPK
ah okay that's probably why
MCTAGS texture is in the Cougar pbo somewhere IIRC
oh awesome. thank you
Ah, seems not. rhsusf\addons\rhsusf_rg33l\data\mctags_co.paa
oh ok i see it now
both that and the other turret paa were listed in the object textures so it was throwin me for a loop
What are the different Arma 2 licensed data packages? I see something called
"ALDP_A2OA_PBOs_DPL_APL_part2.zip" I know it's from Arma 2: Operation Arrowhead, but is there any way to tell what's in it?
content (PBOs) are listed here
https://community.bistudio.com/wiki/Arma_Licensed_Data_Pack
oh, didn't see the content list. Thanks a lot!
๐
Saved me like 10 gb
backpacks being "shiny" if you change their hiddenSelectionsMaterials, is this a known issue?
normal --> https://gyazo.com/16f571bfd6d1ff6ed94de23a1be4d02a
altered --> https://gyazo.com/3580ebf353e4eb5e8fd3c073505b35f0
since CUPdate added hiddenSelections to the BAF backpacks, I'm making a flagless version, need to change the normal map to get rid of the flag imprint
Swapping rvmat does not quite work
Or you messed up the values/supporting texture paths
hmm
rvmat is identical to the original just pointing to edited _nohq instead
i will mess around with the normal map some more and see if I can solve it
crossing my fingers that its an issue on my end and not an arma quirk
Swapping materials is known to break
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opened it in photoshop, selected the area, did content-aware-fill then saved as .paa
i have a photoshop plugin for saving as paa
will try saving as .tga and converting with texview, see if that changes anything
How did you pack the new rvmat and paa into pbo?
I'm using hemtt
shelving this for the night, gonna go to sleep. If you have any advice or suggestions, please @ me
is it at all possible to retexture the buttons on the parade uniform?
you cant test what parts of a uniform are retexturable by using setObjectTexture command
yeah i tried that
if the buttons are not part of any hiddenselection then they can not be retextured
that sucks
You can retexture the buttons on the Parade Uniforms. Problem is that they use their own rvmat (paradeuniform_decorated_01.rvmat) so you need to obtain/replicate that somehow and replace the linked nohq.
It's the same thing for the belt buckle.
I'm using the US model, belt buckle isnt a consideration for me
so how can i go about doing this
No idea. I think there's a way to dump info about the rvmat through the editor but I don't recall the exact method.
The nohq on the other hand is easy to "extract". Just using the GUI Editor and take a screenshot of it.
No not really. You can't extract the exact texture cause of some limitations regarded to nohq format
Hi guys, is there anyone that can maybe help me with taking a specific CUP uniform and retexturing it?
I got the uniform but im trying to get the specific code out of the config file but with no luck
Maybe someone knows a easier way of retexturing the cup uniforms?
Well coding it let me rather put it that way, thats where i am stuck at the moment
I am trying to find the UAV Bag to retexture but I cant find it AT ALL????????????????????? Any idea????
It depends on the model that you're basing your retexture on. If it's the original vanilla model that doesn't have any UAV parts sticking out of it, you need to look for its texture + model in drones_f.pbo (look inside the UAV_01 folder).
For the backpack that has parts of the AL-6 Pelican or Demining Drone, their models are in supplies_f_orange.pbo (bags folder).
The "new" textures for the UAV backpack with parts of the AR-2 Darter attached to it is also in that same folder.
When you want to retexture a thing you can look it up in config viewer to find its filepaths
ok thanks! I will look it up there, thank you.
Having a weird issue where setobjecttexture simply stopped working on the Huron
Anyone else have this issue or is it just a weird me thing?
I'm having an issue getting a texture to load onto a model, and I'm not sure what I'm doing wrong. The item shows up in the arsenal and the model is correct, but the texture is not applied at all. Linked the code for it below
https://pastebin.com/FsH2zkcP
that specific model does not have hiddenSelections defined, so you can't retexture it :/
Agony
i know
I found a texture template for it too which is really strange
ok
try inheriting from I_C_Soldier_Para_2_F
it uses the same model (but is a syndikat guy from apex) and has hidden selections defined, though it is made from two separate textures
So would I need two textures for mine?
Or could I just point the game at the texture I want to replace and just leave the second field blank?
possibly. It uses the jacket from the texture i believe you have, and the pants from another model
im not sure why, but it does
the two textures are a3\characters_f_exp\syndikat\data\u_i_c_soldier_para_2_f_1_co.paa and a3\characters_f_exp\syndikat\data\u_i_c_soldier_para_2_f_2_co.paa
Honestly I don't want to know
Having a model but being unable to retexture is kinda scuffed
can we change the underwear texture with the setObjectTexture command?
AFAIK not without a custom config.
The problem is that BI (to this day) never fixed Underwear_F's config and corrected its hiddenSelections to use "camo" instead of "camo1", which doesn't exist as a selection for the basicbody.p3d model.
You'll need to either derive a custom nakedUniform class from Underwear_F or manually patch the class' hiddenSelections array yourself.
It's the reason why its assigned EventHandlers script (randomize.sqf) never works in-game. It's supposed to randomly give people different coloured undies ranging from black, brown, blue, green or the default grey colours.
Hey all, quick question, i just retextured some helmets, and i wanted to check them out ingame, but i'm not sure I understand how exactly i use the "SetObjectTexture" command on only the helmets of the unit?
setObjectTexture can only be applied to uniforms. It doesn't work on vests, headgear or weapons.
You'll need to make your own dummy classname to test it.
Oh god
Making some textures for aircraft but finding them a bit crispy, is there a way to use a larger texture file to fix the issue or is it more a of a hard set resolution?
what resolution have you made them in currently?
and is this for retexturing or making new model?
retexturing, and 2048
yes to both
well you can use 4K texture yes
but just upscaling it wont really make any difference
and it will work only on ultra texture settings
can you explain what you mean by crispy?
Does anyone know how to make a texture for a custom patch?
They are usually made by drawing in whatever is your choice in image editors/paint programs
I already made the patch, what I need to know how to do is use it in a server so that the members of my crew can use it during ops.
You can make it into an addon/mod or possibly make it your unit patch
is it possible to do selectively emissive areas using a texture rather than creating a hidden selection?
or am i limited to what i can create separate selections for in object builder?
i.e say i wanted emissive LED dots on the side of a square "electronic box", the model is a simple cube, so i can't really create hidden selections for just the lil dots
Make the dots from simple mesh planes (5/6 sided) placed on the surface of the object underneath. Give those objects the emissive rvmat.
yeah I don't mind cleaning it up, thanks for the clarification. as for crispy, its like the original 2k texture was upscaled
look into CfgUnitInsignia: https://community.bistudio.com/wiki/Arma_3:_Unit_Insignia
If you want the patch added on a per-mission basis, use description.ext.
If you want to make an addon so your group will always have access to it, use config.cpp and look into building an addon
hey all, I used an emissive texture to make glowing sign like pictureโ https://media.discordapp.net/attachments/320896410876772352/900179297665450074/20211020_092753.jpg
but the light is too strong, and it made texture too vivid.
I just make it more dull like thisโhttps://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTSmGCj1fggXZfvZM6TzVHjlagjfz9bdT9PtA&usqp=CAU
So, to fix this material, What I should?
To adjust emissive value can solve this issue?
Or I have to make an alternative of _em texture as like _ads, _mc, or _mask?
what shader did you sue @novel silo
super makes emissife on whole surface. you would need the superext or whatever it was that uses the emissive texture (how windows light up at distance at night in take off helicopters)
if you use super then you would need to also separate the parts you want to be emissive to separate mesh that has the emissive surface
and adjusting the emissive values on the rvmat adjusts the glowing power
Also I would advice agains using licensed trademark names. Make your own Arma versions like Pipsi etc in Arma
Cool, I've never heard about superext shader. Is BI wiki gives me more information or looking something another better than BIwiki?
Of course I am careful when it comes to naming
It may not be documented anywhere. but you might find its explanation in the chat history of maker channels here.
Vehicle initialization script (including texture) is moved to postInit now.
So if you setObjectTexture in init script in editor, the vehicle init script will run after that and reset the texture.
Ref #arma3_feedback_tracker message
hey anyone knows how to make opacity work in spec gloss on substance painter?
some sort of alpha channel thingy likely
assumed so
added the opacity channel but it doesn't work
it just snaps to 100% transparent after a certain treshold
to bad that BIS doesn't support PBR.
PBR did not exist when Arma 3 came out
๐
well the theory did exist but there was not practical use yet then
I hope they upgrade in the near future.
any news on when ? by any chance? lol
There will be no PBR in arma 3
There will be no PBR in arma 3
Well depending on what you consider as "in arma 3"
https://steamcommunity.com/sharedfiles/filedetails/?id=1720529762 This thing is semi broken and unfinished, but technically its PBR
Yeah I guess we're gonna have to wait another 10 years haha
Other than dielectrics being borked in shadows it seems like it works pretty well to me. Got IBL, normals and everything which is pretty neat.
A big problem is also how Arma does ambient lighting.
They basically just Add color onto existing objects, which won't really work with PBR. I think thats the main issue
Yeah, I guessed it was probably something to do with ambient lighting. Idk the limitations or details of working with Arma though so I unfortunately am no help ๐.
All I know is Supershader is doodoo and pays no respects to the conservation of energy
So it would not surprise me
Wanting to create textures from scratch. Can anyone help me get started? like show me some links. I have been searching for something good for like a month
Texture for what?
Those 2 are very different processes. For making new models I'd perhaps recommend looking up how highpoly to lowpoly workflow goes
Retexturing on the other hand is pretty much jus painting over the existing texture and packing that with appropriate config as a new addon.
Does anyone have any backups of the photoshop templates for the vanilla uniforms? All my go-to download pages for them went down with Armaholic.
Is there a channel where I can ask for someone to make me uniforms for my unit? I pay
#creators_recruiting @bold kayak
hi i have a problem with a _ca texture in game it's not transparent but in O2 yes 0_o
https://ibb.co/T0jj1Yr - O2
https://ibb.co/bH194Nf - In game
(pictures)
i've tried to delete the glass in o2 and re create but same problem
does it have rvmat?
and is the transparent part separate texture or same texture as the rest of the magazine?
Good Evening,
I'm once again needing some help
I have a vest from operation trebuchet, and when I try to use the custom selections a chunk of the armor goes missing
sounds like wrong texture path
not the issue as it recolors the vest part but then the rest of the model is missing.
fixed it
Yes i have an rvmat and its a separate texture and face
so i've repack my pbo and now it's good wtf
Anyone know how to hide the headset from the CapPatrol model ?? Using config??
You can't hide it. There's no selection for it because it isn't defined as one.
You'd have to manually get rid of the headset in the model. For obvious reasons, that isn't possible at this time until BI releases sample MLODs.
Ahh thats unfortunate
Does anyone know which folder the rvmat's for bullet hits are?
ah ive found it, nevermind
๐
what effects thermal transparency? for example the glass of my cockpit for my helicopter, some other aircraft you can see right through the glass but with mine when you use thermal nvg's its opaque
..can i use that _ti i think its called TI layer with alpha?
ah okay alpha in the TI is something else
glass should be always blocking TI as far as I know
are those vanilla aircraft you talk about?
no, i have no idea what causes it but some aircraft are thermally transparent
like the cockpit glass is
what controls if TI is blocked?
all surfaces block TI as far as I know
is see theres a NoTIWrite flag in the rv mat flags
