#arma3_texture

1 messages ยท Page 49 of 1

dense peak
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it's great

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Aight. I wasn't sure whether or not the conversion tools also handle any sort of compression of some sorts.

full quarry
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do note that for compression etc to be done right you will need to use correct texture suffixes

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at least with the default tools

dense peak
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Interesting. I never heard of that before

full quarry
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It is meantioned here quite often blobcatsweats

dense peak
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I-I never looked in here until I actually started doing texture work, which was like.. 4 days ago.

dense peak
crimson shuttle
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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

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Thank you in advance for your replies

nocturne lake
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Need to set a path to o2script folder in the Blender plugin

crimson shuttle
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Ok, how can I do that ? where is this o2script folder even ?

nocturne lake
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Depends where your Arma tools are installed. For mine it's \Steam\SteamApps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe

orchid oak
crimson shuttle
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Ok I found the folder and the exe, but where do I find the addons preferences (in Blender) ?

orchid oak
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Edit, preferences i think

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Then addons

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And search for arma toolbox

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It should have somewhere in there for you to paste the path

crimson shuttle
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Wonderful, it worked out like a charm

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Thank you very much for you quick replies

grizzled pasture
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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.

full quarry
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wdym darken it properly?

grizzled pasture
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What I see in .PAA is not what I see in-game, because in-game it is much brighter.

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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.

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Is it understandable or am I missing something? ๐Ÿ˜…

full quarry
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Im not sure if you can have such

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different lighting conditions affect it differently

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or perhaps explain more about how you want to use it

grizzled pasture
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There won't be any.

full quarry
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is it on a model or a ui element?

grizzled pasture
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UI element

full quarry
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then those should not be affected by light

grizzled pasture
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Strange. It somehow affects it. Maybe I'm doing something wrong elsewhere, but I thought maybe this could be an issue.

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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

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Wait a second... Why is it the other way around? Why is the in-game result darker?

full quarry
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how do you draw it as UI element?

grizzled pasture
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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
        };
};```
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I've also tried using .JPG - no effect, other than it is looking better in terms of artefacts.

full quarry
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does the texture have transparency?

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also how did you make teh .paa?

grizzled pasture
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None.

full quarry
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since it does not have _suffix It may use some poor default conversion

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hence the artecfacts

grizzled pasture
full quarry
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thats fine

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how many colors does it have?

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as in you got those color blobs

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are they smooth edged or solid colors

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what Im thinking is if the image conpression messed it up

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if you had too many smooth shades in it

grizzled pasture
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Oh I see. There are more colours than the desired 3.

full quarry
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possibly

grizzled pasture
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I will try it with one color only.

full quarry
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also you could try suffix dx5

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there is a conversion config file too in the armatools

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that has all the other options it can use

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and well you can make your own combinations too

grizzled pasture
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Ok.

rare lake
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there is nothing dreaded in imagetopaa, have converted millions of PNGs with it.

grizzled pasture
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It seems to be working when comparing it side by side. Thank you @full quarry ๐Ÿ‘๐Ÿป.

full quarry
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๐Ÿ‘

spark shore
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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

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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

spark shore
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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

ancient parrot
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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

spark shore
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mhm I think I can do that

spark shore
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I'll test

full quarry
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The roofs like that are often mesh so no need for trickery or the end is hidden by a board

severe rune
spark shore
full quarry
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the vanilla buildings are indeed simple in that regard

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and not quite that accurate

bleak lily
# full quarry

aah, it is always nice to see some good old OFP imagery, what a nostalgia ๐Ÿ™‚

ancient parrot
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Not quite that old, but techniques have changed quite a bit in the 8 years

spark shore
full quarry
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I think you need to ,ake the end narrower

spark shore
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oh so I should make a full 90ยฐ angle

full quarry
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the end part should be just the ends of the tiles

spark shore
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mh I'll ad some ledge there to narrow it

ancient parrot
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Why slope the roof more sharply so that the end becomes thinner?

spark shore
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also an option I guess

silent leaf
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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

grand warren
silent leaf
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Ah ok, thank you

spark shore
copper bane
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does anyone know where to access the CDLC textures?

full quarry
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You can draw them on screen with dialog scripts and screenshot.

dense peak
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if I reuse arma 3 textures from dlc like brick, concrete and such will it require the dlc for people to use my mod?

crimson shuttle
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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 ?

dense peak
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I don't think so, you might have to manually increase it with photoshop

dense peak
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Contact dlc?

latent magnet
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Is there any way of moving an RVMAT without having to manually rewrite the paths?

full quarry
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Mikeros toolset has a thingy for that. Otherwise, no.

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You can manually run a batch rename in notepad++ though for example

latent magnet
full quarry
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Dunno. Don't remember the differences

crimson shuttle
# orchid oak What do you mean by too light?

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

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and the latter is the case in arma, altough I've loaded the NOHQ (maybe it's just the way arma renders things ?)

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I kind of managed to fix it however, by darkening the base texture itself

floral seal
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hi all,

I'm wearing the DLC Sniper Ghillie and i'm getting this bug at a super long distance.

full quarry
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@floral seal this is not bug reporting channel

floral seal
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just wondering if its a texturing issue so i can fix it myself but okay thanks ๐Ÿ™‚

full quarry
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if its vanilla textures then no you cant fix those

whole haven
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what's the workflow for multiple UV maps? i have 2 extra, is that allowed in arma ?

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i am making panels with letters on them

full quarry
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different textures can all have different uvs

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UVsets between same surface you can have 2

whole haven
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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...?

full quarry
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you may still have your uvsets spread to more than the allwoed 2 and all basic textures go into the first uvset anyway

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the second one can be enabled on different material textures in the rvmat file

whole haven
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so there is uvSource = "tex1", is that technically my 2nd uvmap?

orchid oak
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yep

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arma supports tex and tex1

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so you can have 2 usable uvmaps on each object

whole haven
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do i put tex and tex1 in an array? uvSource[] = {"tex", "tex1"};

orchid oak
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You can only have one uvsource per stage

whole haven
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which stage should I use then?

spark shore
orchid oak
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Are you using supershader?

whole haven
orchid oak
whole haven
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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

orchid oak
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Alrighty

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What stages do you want to use each uv?

whole haven
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do u mean like what stages do I want to use for my 2nd uv map?

orchid oak
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Yes

whole haven
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well they are letters on panels, so i would assume one that keeps color and good saturation

orchid oak
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What are you trying to achieve?

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I think youโ€™re mixing stuff

whole haven
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am I? because all I want is my separate Uv map to apply on top of my texture in game

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it's all set out on blender

orchid oak
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Do you mean a different diffuse?

whole haven
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yeah

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DT?

orchid oak
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Use an _MC

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No, thatโ€™s detail

whole haven
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o

orchid oak
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(Tiling microdetail on surface)

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What I personally used 2nd uvs in arma for is stuff like 1 UV Set/Diffuse, SMDI, NOHQ. 2 UV Set/ADSHQ (lightmap)

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You can use the _MC map to overlay color on top of the original diffuse

whole haven
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really?

orchid oak
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Yes

whole haven
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does it keep transparency?

orchid oak
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Yep, depends on the alpha of the _mc

whole haven
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ohhh i think i actually set the alpha blending on the mc in substance painter

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pog

orchid oak
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Just remember, _MC is a whole different texture

whole haven
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yeah I'm aware, I have whole texture maps set out

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2 sets of 4k textures with all of the detail

orchid oak
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Oooof

whole haven
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but there wont be 2 on 1 surface

orchid oak
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Donโ€™t use 4K

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Unless you have a very good reason

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4k only loads on Ultra tex settings

whole haven
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i can always scale it down, ill see how detail goes, and oh

orchid oak
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And obvs 2k mipmap looks worse than original 2k

whole haven
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i didn't even know that. lol

orchid oak
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Only vanilla stuff that uses 4k textures afaik is some dlc jets i think

whole haven
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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

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so I presume that 2k might be a better way

orchid oak
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What 4k textures are you using?

whole haven
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well for the outside body and main metal parts on the interior

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everything else is 1024 or 2k

orchid oak
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Have you looked into using a tiling texture maybe?

whole haven
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Ya know, that's not a bad idea, i have looked into tiling before, does it lessen load?

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I thought it was just a different way to texture

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I just use seamless textures i whip up in photoshop

orchid oak
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Well, you could use it for the main metal parts or stuff like that

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You could get away with a tiling 512 or 1024

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Instead of 4k

whole haven
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yeah for real, i didn't even think of that hahaha. Yeah i will for sure change that up

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as far as the outside body goes though, i think that's the only texture that needs 4k tbh

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but even the landing gears are 2k so

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just the outside paint

orchid oak
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Try to bake as many small textures you can

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So you reduce section count

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If you have 4 512 you can bake that into 1 1024

whole haven
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You mean like normal map baking?

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oh like

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high poly to low?

orchid oak
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No

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You bake textures together

whole haven
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Okay!!!! thats pog, wow, thank you very much man

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i might drop 12 dollars hahaha

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seems worth it anyways

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to just have

orchid oak
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Np

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Make sure the rvmats are roughly the same

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Like you canโ€™t bake something emissive with something not emissive due to an emissive map not existing in arma

whole haven
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Roger ;3

atomic jolt
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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

grand warren
atomic jolt
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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

grand warren
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if they can't get it in game, it's a config issue

#
class ORIGINAL;
class NEW : ORIGINAL
{
  FOO
};```
atomic jolt
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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

grand warren
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you used the wrong original class then

atomic jolt
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that should be it

grand warren
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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;

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other than than, i see nothing out of the ordinary

atomic jolt
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alrght, we'll give it a try

grand warren
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currently busy, will look into it later

smoky quail
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Anyone know of any template packs(Whiteboards, banners, billboards) that are still up?

short sorrel
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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.

nocturne lake
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Only when the parts are individual hiddenSelections

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Which is not the case on that vest. Or most others, since it's bad for performance to divide models into many sections

atomic jolt
undone jewel
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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!

undone jewel
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My main question is how you would set up rolled and unrolled versions

obtuse shuttle
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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.

orchid oak
wicked crane
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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.

frozen blade
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because they bought substance

wicked crane
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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

frozen blade
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tbh, PS never did it properly

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wicked crane
silver gull
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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

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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

wicked crane
celest obsidian
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Mixer and blender are free. The substance suite is not.

frozen blade
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substance player is free to my knowledge

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and does what alchemist does these days

celest obsidian
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Ah yes, I forgot Substance Player. I didn't know it was free though. ^^

whole haven
silver gull
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what is that model, what is it that you want to do and where did you get the model from?

whole haven
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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

orchid oak
whole haven
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Ooo where is the option to do that

orchid oak
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In materials

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Scroll down

whole haven
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well, uvsets

nocturne lake
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You can only apply different uvsets in the .rvmat materials using the uvSource parameter tex, tex1 etc.

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_co texture has to be in UVSet0

whole haven
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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

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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

nocturne lake
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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)

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If you're applying a texture to it, you need to move the UVs to set 0

whole haven
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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

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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

nocturne lake
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At best you can try assigning the overlay texture as a _mc map through .rvmat and use uvSource

whole haven
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that's what i was thinking ๐Ÿ˜„

nocturne lake
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You cannot apply two different _co textures to the same polygon

whole haven
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yeah that's what im figuring out, myke towers already told me about MC textures, so i'm pretty sure that will work

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it was just about me figuring out how to actually get a path in OB, thanks man

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appreciate โค๏ธ

nocturne lake
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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

full quarry
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that could work as MC stage of supershader

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oh scrolly scrolly there was more ๐Ÿ˜„

whole haven
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i think its working!!!!

silver gull
whole haven
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how do i layer an alpha map?

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i do have 2 textures, the MC works for the 1st one, but the 2nd layer set doesn't work like u said

silver gull
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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)

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glowing dials are made in the same way

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you have regular textured dial. And then another plane in front of it with an emissive alpha texture

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if you are the one with the F117, then im pretty sure i have already told that a few weeks ago

atomic jolt
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for some reason the normal art of war cap doesn't have this square around the US's eagle logo thing, but ours does

frigid escarp
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Bad DXT2-5 mipmap size

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from rpt - how to find the offending texture/material?

full quarry
atomic jolt
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Yep

ancient parrot
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are all of your textures following the rule of 2?

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texture sizes

2-4-8-16-32-64-128-256-512-1024-2048-4096

full quarry
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Could also be the cap itself does not support transparency

ancient parrot
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is the alpha channel set to allow transparency or is it pure white (opaque)?

atomic jolt
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we figured it out, there was an error on the BI template, we just removed the background and that fixed it

harsh inlet
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anybody happen to have a decent sample of italian vegetato?

spark shore
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looks like the apex shader is broken with the newest version of substance
any way to fix that?

runic basin
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are there any rules for the retexturing of vanilla arma contenc?

severe rune
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Be responsible

runic basin
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?

bleak lily
# runic basin ?

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 gameโ€™s functionality.

...does that answer your question? i am not sure, but it seems to me that it basically says "no, you can't".

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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.

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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.

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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.

orchid oak
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and yes, you can modify the original a3 textures, but you cannot debinarize anything

bleak lily
orchid oak
bleak lily
orchid oak
bleak lily
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...but i guess that would fall under the word "hack", so not allowed i think.

bleak lily
orchid oak
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ah right, well that wouldn't be allowed i assume

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thought you meant more as in modifying/manipulating the mesh

whole haven
full quarry
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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

whole haven
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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?

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or it that more or less something i'm doing wrong in the .paa's?

full quarry
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have you baked the textures or are you trying to use tiling textures?

whole haven
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tiling

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should i bake the textures?

full quarry
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that is the commonly used route

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what you see in probably 99% of vehicles

whole haven
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alright ill give it a shot, it's most of my model that does that with lights

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it shines wayyy to bright, thanks goat boi ;3

full quarry
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could be your vertex normals are booped

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or you dont have sharp/soft edges set up right

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or your rvmat is boobed

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or your textures are boobed

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or combination of above

whole haven
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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?

full quarry
#

replace with your favourite swearword

whole haven
#

ahhhh, see, i was thinking that too, with my AS map

full quarry
#

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

whole haven
#

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

full quarry
#

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

whole haven
#

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?

full quarry
#

yes

whole haven
#

what do you recommend i should set those values to?

full quarry
#

defaults

#

and then edit your textures

#

though the tiling textgures wont really work for that

whole haven
#

well i can always re export the tga's from substance painter but with different values

#

i'm sure i can figure it out

full quarry
#

you really should bake the textures

whole haven
#

should i bake them in blender?

full quarry
#

anywhere you like

whole haven
#

alrighty ;3

#

ill see how that goes

#

didn't know it worked like that

full quarry
#

do note that for baking you will need uvset0 to cover 1 UV space only

whole haven
#

so in other words just one uvset?

full quarry
#

no

#

stage 2 DT for example can be used with uvset1 to overlay a tiling detail texture over the baked texture

whole haven
#

Alright, ill see how it goes :3

primal needle
#

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

grand warren
#

this tut is over 6y old and he's using PBO Manager

primal needle
#

welp

#

can u/or anyone else link me smth to get me started

rare lake
#

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 ๐Ÿ˜‰

primal needle
grand warren
severe rune
# runic basin ?

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

runic basin
#

Thanks

chilly pulsar
#

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.
full quarry
#

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 ๐Ÿ˜…

#

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

chilly pulsar
full quarry
#

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

chilly pulsar
#

Will that impact the objects solid textures applied after it is placed?

full quarry
#

you will want 2 separate objects

chilly pulsar
#

The Exile objects refer to the same model. It gets that texture before being placed and then a solid texture is applied when static.

full quarry
#

they may have both types of textures on the p3d

#

so both work

chilly pulsar
#

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.

full quarry
#

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

chilly pulsar
full quarry
#

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

rare lake
#

dep3d command line -DLnn delete physical lod nn, but no idea if that would do what you want.

full quarry
#

that could perhaps work

chilly pulsar
silver gull
rare lake
#

I think the parameters are delete physical lod and the nn would be number. sorry don't know, havent used that parameter before.

chilly pulsar
#

ok, thanks

visual agate
#

hey @ancient smelt, any updates on the SP thing with the generic error?

ancient smelt
visual agate
#

cheers will have my boys take a look

ancient smelt
#

Wait, didn't I give you this already? ๐Ÿ˜

visual agate
#

oh you did, huh

#

yeah that one gave the generic error report

ancient smelt
#

You were going to let me know how it went, if everything seems fine I'll stick this one on Github too. ๐Ÿ˜‰

visual agate
#

i thought i did?

ancient smelt
#

(I'm a bit pressed for time)

visual agate
#

seems like discord may not have actually pinged you over it

ancient smelt
#

Mmm, I didn't see any pings. ๐Ÿ˜ฆ

visual agate
#

huh

#

well, ill give it another go and get back to you. apologies

ancient smelt
#

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.)

magic pagoda
#

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
visual agate
magic pagoda
visual agate
#

Arma is using a different name scheme.

#

look at the pinned

viscid coyote
#

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

lethal condor
#
  1. Post config
  2. It is certainly configured pretty bad
#
  1. CfgWeapons is not a CfgVehicles entry
viscid coyote
lethal condor
#

No

#

Just post here

viscid coyote
#

Ok. I think I got it actually

whole haven
#

what is the value to increase darkness of the rvmat?

full quarry
#

It would be best to adjust the textures instead

#

What do you mean by darkness?

whole haven
#

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

full quarry
#

could be SMDI blowing up the shinyness

whole haven
#

also, i was told that arma can do height maps? is that true?

nocturne lake
#

parallax map? Only works on terrain textures

orchid oak
ionic glen
#

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 ?

grand warren
#

afaik the turret has no hiddenSelectionTextures

#

therefore can not be retextured

#

@ionic glen

ionic glen
#

wut ? for real ?

#

that means i must drive a green hunter with a beige turret ?

grand warren
#

lemme doublecheck

ionic glen
#
  1. 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 ?
grand warren
#

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"
};```
ionic glen
#

nice thx the 3 line was missing for me

grand warren
#

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

ionic glen
#

config viewer ? im new to all this

grand warren
#

place an object in the editor
right click
find in config viewer (or so)

ionic glen
grand warren
#

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[]

ionic glen
#

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

grand warren
#

๐Ÿค˜

ionic glen
#

thank you so much for your help

ionic glen
#

Another question the dirt / Dust has to big Pixel but if i try to make it smoth it Looks like censor any Tipps?

ember wasp
#

One message removed from a suspended account.

#

One message removed from a suspended account.

full quarry
#

its probably wrong resolution

#

or some other file save parameter is wrong

ember wasp
#

One message removed from a suspended account.

full quarry
#

where did you save it as png?

ember wasp
#

One message removed from a suspended account.

full quarry
#

program

ember wasp
#

One message removed from a suspended account.

full quarry
#

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

ember wasp
#

One message removed from a suspended account.

ember wasp
full quarry
#

Rvmat

warm loom
#

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

full quarry
#

You should not need to mess with those

warm loom
#

@full quarryWhat's the proper way to get that effect if you don't mind me asking

full quarry
#

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

warm loom
#

hmmm

ember wasp
warm loom
#

I still don't get why the directional light would be flipped

#

Very curious lol

#

Just mysterious left over stuff I guess

full quarry
full quarry
dense peak
# ember wasp One message removed from a suspended account.

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.

silver gull
ember wasp
ancient parrot
#

Opengl and directX reads the green channels inverted from the other, very common.

ember wasp
#

One message removed from a suspended account.

full quarry
ember wasp
grand warren
#

you're not gucci, you're Otto The Enclave Trap

ember wasp
#

One message removed from a suspended account.

harsh inlet
#

here's the 4th iteration of my aaf fatigue retexture

#

how's it look?

full quarry
#

as flat texture, it looks like a texture. ๐Ÿ˜„ you do seem to have details etc in correct looking places

harsh inlet
#

nice

full quarry
#

but would have to see it in game to say more

torpid lance
#

Is there a guide on making an object's texture transparent?

severe rune
#

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

full quarry
torpid lance
#

Orginal model

full quarry
#

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

torpid lance
#

So in substance painter just export it with an alpha texture and name it _ca?

full quarry
#

possibly

#

but also you should not combine solid textures and transparent textures on same file

#

as that breaks the solid parts

torpid lance
#

So like two diffrent rvmats?

full quarry
#

depends on what you are making but often different textures use different rvmats too yes

silver gull
#

_ca if you absolutely need 8bit alpha (beware: 8bit alphas do not receive shadows -> looks odd)
_co if you can use 1bit alpha

open egret
#

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.

open egret
#

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.

full quarry
odd bluff
#

However this only happens on the model, everything is fine when i use setObjectTexture.

full quarry
#

custom model?

#

@odd bluff

odd bluff
#

No

full quarry
#

are you messing with the rvmat?

odd bluff
#

Yes

full quarry
#

then that would be the cause

#

my guess is you either used broken rvmat or your normalmap is bonkers

odd bluff
#

I'm currently taking an RVMAT from the game files and putting it in the folder, would that fix it?

full quarry
#

perhaps.

odd bluff
#

Are RVMATs essential for re-texturing?

full quarry
#

no unless you are changing some texture used in there

odd bluff
#

Thank you

#

I think I've fixed the issue by retrieving a new RVMAT. Thanks for the help

full quarry
#

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

odd bluff
#

Alright i was following a tutorial, thanks again

full quarry
#

was it from youtube?

odd bluff
#

Yes

full quarry
odd bluff
full quarry
#

well you tube tutorials are quite often bad

#

unfortunately

odd bluff
#

Can you recommend any other methods for learning texturing?

full quarry
#

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

odd bluff
#

Okay thanks i'll see if i can find any.

ancient parrot
#

and generally speaking you only touch the rvmats if you need something to be more or less shiny

desert heath
#

Ik how to texture clothing but the format for the guns always confuses me whatโ€™s the best way to learn

frozen blade
#

learn what?

desert heath
#

How to texture guns compared to clothing

#

Iโ€™ve looked at gun templates before that are in separate files idk if itโ€™s the same just have to color each file separately or what

#

But

#

Yeah

full quarry
#

All models are textured same way

#

Do you speak of texturing new models or retexturing old models?

desert heath
#

Retexturing

#

Idk

#

Ig Iโ€™m just slow when it comes to the guns itโ€™s hard to tell which side it will actually go on for me

#

Like especially with the hand guard

full quarry
#

you can use uvChecker texture to take screenshots and compare to the texture sheet to find where what parts of the texture belong to

desert heath
#

Ah

#

Ok

balmy rampart
#

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

full quarry
#

You can look up BI Forums for info on retexturing

#

And the channel chat history here

desert heath
#

Whatโ€™s the best way to learn about the confit you have to do after texturing a gun

#

Or retexturing

full quarry
#

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

dense peak
#

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

dense peak
#

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

full quarry
#

how do you pack the pbo?

latent magnet
#

How does one go about creating the AS map from an AO map? Is it something done in the color channels?

nocturne lake
#

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

latent magnet
#

Oh, awesome!

full quarry
#

depending on what it looks like in live game you might sometimes need to adjust the levels

gleaming quiver
#

(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

full quarry
#

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

grand warren
olive pawn
#

how can I reduce paa compression artifacts?

full quarry
#

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

olive pawn
#

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?

full quarry
#

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

olive pawn
#

its in png and marked as _co at the end.

full quarry
#

is it very colorful/lot of gradients

olive pawn
#

its a camo BDU with a green armband. I assume pretty much uniforms n such default to DXT1?

full quarry
#

yes

olive pawn
#

Gotcha, well that sucks. Just have to deal with it.

full quarry
#

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

vocal copper
#

does anyone know where i can find the menu mouse cursor graphic?

#

nevermind, found it. thanks everyone.

full quarry
#

๐Ÿ˜… ๐Ÿ‘

harsh inlet
#

how's this look?

#

this is my first time making my own texture template

limber basalt
#

Shot in the dark but does anyone have a template for these books?

latent magnet
#

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?

full quarry
#

Your Co texture contains transparency. Remove that

latent magnet
#

How do I check for that?

full quarry
#

Remove alpha channel from it

molten spire
limber basalt
latent magnet
full quarry
#

alright so no alpha in the source file ๐Ÿ‘
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?

latent magnet
#

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

full quarry
#

its related

#

does it happen when there is no texture or material applied

#

if no

#

does it happen if only texture is applied

latent magnet
#

When it has no texture or material, the problem goes away.
When it has no material and just texture, the problem goes away.

full quarry
#

then sounds like there may be some issue in the rvmat

#

try assigning the default super shader from P:\A3\data_f\

latent magnet
#

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.

full quarry
#

other variants?

#

as in other p3ds?

#

what texture does the p3d have?

latent magnet
#

Other variants using hiddenselections. The base model uses a _ca texture.

full quarry
#

that would be the problem

#

you cant mix _ca and _co textures

latent magnet
#

So I would need to make a separate model for _ca and another for _co?

full quarry
#

yes

latent magnet
#

That fixed it. Thanks!

harsh inlet
#

don't know where to ask this, but does anybody know how to extract enoch pbos?

lethal condor
#

You can't

harsh inlet
#

huh

full quarry
#

Pbos extract like any other

harsh inlet
#

yes, but they're not in my arma 3 directory

lethal condor
#

wat

full quarry
#

Ebos cant be extracted

full quarry
harsh inlet
#

weird, so how do other people get the files?

full quarry
#

What files?

harsh inlet
#

for textures, etc. from contact

lethal condor
#

Textures are easy. Just use GUI element

#

You have the โ€œextractorโ€ that named Arma 3

full quarry
#

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

harsh inlet
#

uh

#

okay

#

do you happen to have the script for that?

lethal condor
#

I have. But dedicated for my environment

harsh inlet
#

alright, i'll have to see if i can figure this out on my own then

dense peak
#

some of my objects get that sky/background color when looking through transparent parts

full quarry
#

alpha sorting

elfin frost
#

Hey guys

#

how would i put text on an existing uniform to make a custom one?

full quarry
#

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

elfin frost
#

i actually don't know how to make an addon

#

and also, how do i check if it supports retexturing

full quarry
#

if hiddenselections work on it/it has hiddenselections defined in its config

elfin frost
#

It's a cup uniform, where can i get the texture?

full quarry
#

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

elfin frost
#

This is practically my very first attempt at making a mod

#

how do i do that

full quarry
little notch
#

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?

lethal condor
#

Insignia or clan tag?

little notch
little notch
lethal condor
#

Without looking an actual product/config/situation can say nothing

hardy remnant
hardy remnant
#
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";

wraith cloud
#

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!

hardy remnant
#

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 youโ€™re 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.

silver gull
#

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

hardy remnant
#

^

#

I meant more like that sorry

#

I mainly just keep it photoshop since I have been doing stuff with it for years

astral garden
#

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.

viscid coyote
#

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.

grand warren
#

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

nova breach
#

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 Salute

balmy rampart
#

what are the primary tools needed to retexture clothing and items in arma 3?

severe rune
#

Arma 3 Tools (TexView), Arma 3 (to check your changes) and some kind of image editor

nocturne lake
#

notepad

balmy rampart
#

@severe rune thank you!

olive pawn
#

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!

steel talon
#

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

lethal condor
steel talon
#

No

lethal condor
#

Perhaps try it

pseudo tendon
#

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?

full quarry
#

I believe its quite free form anything goes thing

pseudo tendon
#

The only solution I currently have is placing them all and taking screenshots by hand vibecheck

full quarry
#

you can probably create a script to automate it

sweet summit
#

good evening everyone anybody know where i can find the texture suit of the dlc arma 3 art of war charity pack

lethal condor
#

Arma 3 Samples has one

#

Or, formal suit?

sweet summit
#

@lethal condor yes it is the formal suit that I am looking for but I it is not where to find it

full quarry
snow bay
#

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.

azure matrix
#

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

nocturne lake
#

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

azure matrix
#

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?

nocturne lake
#

The triangles? No

full quarry
#

The overlap does not matter because the mesh parts use different textures

azure matrix
#

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

full quarry
#

Yes

azure matrix
#

wut nice will try it ๐Ÿ˜

azure matrix
#

Nice, it is working! was searching hours for solving the problem...

odd bluff
#

Hello, what's the purpose of an smdi file?

full quarry
#

control specularity

#

you can check out the wiki for texture type explanation

fierce frigate
#

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

full quarry
#

what jeep?

fierce frigate
#

APEX Civ Jeep

#

Iv tried camo 1-4

full quarry
#

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

fierce frigate
#

I have done that already

#

I just cant figure out which hiddenslection

full quarry
#

did you inherit from the original vehicle class?

fierce frigate
#

yes

full quarry
#

perhaps those parts cant be retextured?

fierce frigate
#

strange

#

as there is add_co in the PBO

#

It might be apart of the RVMAT then?

full quarry
#

have you tried in game with the setTexture command if those parts can receive a textures

fierce frigate
#

yes

#

iv only been able to get the main body

#

and interior

full quarry
#

then those parts cant be retextured

fierce frigate
#

damn

fierce frigate
full quarry
#

pass it forward Salute

tender nimbus
#

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 ๐Ÿ˜ im quite new to this and i want to absorb as much info as i can

spark lava
#

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.

frozen blade
#

we have no templates done for RHS

arctic fiber
#

how do i retexture. ping me.

spark lava
frozen blade
#

seems so

spark lava
# frozen blade 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.

frozen blade
rare lake
#

Sanchez: congrats on terrain release. put the release announcement with description to #production_releases

frozen blade
#

:)) 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

obtuse current
#

@rare lakeSorry, and thanks

dense peak
#

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

full quarry
#

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

dense peak
#

okay, thanks

dense peak
#

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

dense peak
#

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

pale bough
#

if you have the debug menu, you could use getObjectTextures cursorObject and then just look right at the thing you want textures from

dense peak
#

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

dense peak
#

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

full quarry
#

if its not part of a hiddenSelection you can not change it

dense peak
#

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

ancient parrot
frozen blade
#

@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)

ancient parrot
#

I thought the whole quixel suite built on photoshop?

frozen blade
#

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

ancient parrot
#

Aaah, completely understandable, especially with those older projects.

lilac wraith
#

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?

full quarry
#

my gut feeling is that they too allow retexturing but best to ask from them directly

lilac wraith
#

thanks.

dense peak
#

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

nocturne lake
#

which vehicle? Most of ours don't have the mounted weapons retexturable

dense peak
#

it was the RG33

#

i was trying on the USMC one but i switched to the US army variant and it worked out fine

nocturne lake
#

They have two different turrets

#

USMC one has a MCTAGS type turret and the Army ones have the OGPK

dense peak
#

ah okay that's probably why

nocturne lake
#

MCTAGS texture is in the Cougar pbo somewhere IIRC

dense peak
#

oh awesome. thank you

nocturne lake
#

Ah, seems not. rhsusf\addons\rhsusf_rg33l\data\mctags_co.paa

dense peak
#

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

lilac wraith
#

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?

grand warren
lilac wraith
#

oh, didn't see the content list. Thanks a lot!

grand warren
#

๐Ÿ‘

lilac wraith
#

Saved me like 10 gb

limber plank
#

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

full quarry
#

Swapping rvmat does not quite work

#

Or you messed up the values/supporting texture paths

limber plank
#

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

full quarry
#

Swapping materials is known to break

limber plank
#

๐Ÿ˜”

full quarry
#

How did you make the new NOHQ?

#

Edit the old one?

limber plank
#

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

full quarry
#

How did you pack the new rvmat and paa into pbo?

limber plank
#

I'm using hemtt

#

shelving this for the night, gonna go to sleep. If you have any advice or suggestions, please @ me

fleet fjord
#

is it at all possible to retexture the buttons on the parade uniform?

full quarry
#

you cant test what parts of a uniform are retexturable by using setObjectTexture command

full quarry
#

if the buttons are not part of any hiddenselection then they can not be retextured

fleet fjord
#

that sucks

vernal sage
#

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.

fleet fjord
#

so how can i go about doing this

vernal sage
#

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.

lethal condor
#

No not really. You can't extract the exact texture cause of some limitations regarded to nohq format

vital prairie
#

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

dense peak
#

I am trying to find the UAV Bag to retexture but I cant find it AT ALL????????????????????? Any idea????

vernal sage
#

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.

full quarry
#

When you want to retexture a thing you can look it up in config viewer to find its filepaths

dense peak
#

ok thanks! I will look it up there, thank you.

left horizon
#

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?

analog robin
#

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

limber plank
analog robin
#

Agony

limber plank
#

i know

analog robin
#

I found a texture template for it too which is really strange

limber plank
#

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

analog robin
#

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?

limber plank
#

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

analog robin
#

Honestly I don't want to know

#

Having a model but being unable to retexture is kinda scuffed

limber plank
#

arma moment

#

๐Ÿ‘

analog robin
#

I can't escape the jank out of game either

safe pendant
#

can we change the underwear texture with the setObjectTexture command?

vernal sage
#

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.

unreal flume
#

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?

vernal sage
#

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.

unreal flume
#

Oh god

zinc otter
#

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?

full quarry
#

what resolution have you made them in currently?

#

and is this for retexturing or making new model?

zinc otter
#

retexturing, and 2048

full quarry
#

is the original crispy?

#

and is 2k the original resolution

zinc otter
#

yes to both

full quarry
#

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?

rare igloo
#

Does anyone know how to make a texture for a custom patch?

full quarry
#

They are usually made by drawing in whatever is your choice in image editors/paint programs

rare igloo
#

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.

full quarry
#

You can make it into an addon/mod or possibly make it your unit patch

abstract holly
#

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

stray relic
#

Make the dots from simple mesh planes (5/6 sided) placed on the surface of the object underneath. Give those objects the emissive rvmat.

zinc otter
limber plank
novel silo
#

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 thisโ†’https://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?

full quarry
#

what shader did you sue @novel silo

novel silo
#

Super

#

I'll create other rvmat if necessary

full quarry
#

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

novel silo
#

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

full quarry
#

It may not be documented anywhere. but you might find its explanation in the chat history of maker channels here.

severe rune
spark shore
#

hey anyone knows how to make opacity work in spec gloss on substance painter?

full quarry
#

some sort of alpha channel thingy likely

spark shore
#

assumed so
added the opacity channel but it doesn't work

#

it just snaps to 100% transparent after a certain treshold

ocean river
#

to bad that BIS doesn't support PBR.

full quarry
#

PBR did not exist when Arma 3 came out

#

๐Ÿ˜›

#

well the theory did exist but there was not practical use yet then

ocean river
#

any news on when ? by any chance? lol

grand warren
#

There will be no PBR in arma 3

ocean river
#

I don't care about arma 3

#

talking about dayz or future arma game.

severe rune
ocean river
#

Yeah I guess we're gonna have to wait another 10 years haha

hardy atlas
severe rune
#

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

hardy atlas
#

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 ๐Ÿ˜‚.

#

All I know is Supershader is doodoo and pays no respects to the conservation of energy

#

So it would not surprise me

worthy bay
#

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

full quarry
#

Texture for what?

worthy bay
#

models from scratch

#

Or retextures as well

full quarry
#

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.

rugged stream
#

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.

bold kayak
#

Is there a channel where I can ask for someone to make me uniforms for my unit? I pay

full quarry
warm skiff
#

hi i have a problem with a _ca texture in game it's not transparent but in O2 yes 0_o

#

i've tried to delete the glass in o2 and re create but same problem

full quarry
#

does it have rvmat?

#

and is the transparent part separate texture or same texture as the rest of the magazine?

pale lake
#

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

grand warren
#

sounds like wrong texture path

pale lake
#

not the issue as it recolors the vest part but then the rest of the model is missing.

pale lake
#

fixed it

warm skiff
warm skiff
#

so i've repack my pbo and now it's good wtf

open juniper
#

Anyone know how to hide the headset from the CapPatrol model ?? Using config??

vernal sage
#

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.

open juniper
#

Ahh thats unfortunate

livid knot
#

Does anyone know which folder the rvmat's for bullet hits are?

#

ah ive found it, nevermind

full quarry
#

๐Ÿ‘

abstract holly
#

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

full quarry
#

glass should be always blocking TI as far as I know

#

are those vanilla aircraft you talk about?

abstract holly
#

no, i have no idea what causes it but some aircraft are thermally transparent

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like the cockpit glass is

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what controls if TI is blocked?

full quarry
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all surfaces block TI as far as I know

abstract holly
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is see theres a NoTIWrite flag in the rv mat flags