#arma3_texture

1 messages · Page 50 of 1

full quarry
#

that could do it

abstract holly
#

i've seen some aircraft's cockpit glass's be transparent in thermals

full quarry
#

could be that flag

abstract holly
#

i'll test this flag, it doesnt have much info

#

i assume that "nowrite" in the rv mat file means that nothing is drawn

#

i.e transparent

full quarry
#

I dont think its that universal

abstract holly
#

got that flag from here

full quarry
#

there are different render passes that such flags can affect

abstract holly
full quarry
#

like noTIwrite would mean no rendering in TI mode

#

but it would still draw the surface elsewhere

#

or could mean

#

test it out

abstract holly
#

will do, i'm trying to make it so you can fly through fog and still see where you're going

#

and the only thing i can think of to do that is give the pilot thermals and make the glass seethrough to TI

full quarry
#

👍

abstract holly
#

idk if theres some way to control the rendering of fog clientside

full quarry
#

nope

abstract holly
#

like some kind of shader that lessens / removes fog

full quarry
#

nope

abstract holly
#

yeah didnt think so

#

thermals it is

full quarry
#

would be cool to have such

abstract holly
#

oh yeah

full quarry
#

some sort of combined sensory presentation view mode thingy

abstract holly
#

yeah thats what i wanted

#

could even go as far as making a vehicle that doesn't have glass windows

full quarry
#

that is an option yeah

abstract holly
#

would be cool

full quarry
#

but the flag sounds it could work

abstract holly
#

true, am gonna try it

#

if it works i guess i'm diving into how those custom thermal options work to see if i can make one thats easier to see through, that or pick apart arma 3 thermal improvement to see how it works

toxic knoll
leaden bobcat
#

Can someone explain to an RVMAT simpleton how to make something shiny go matte? (Make sure to @ me so I get a notification)

full quarry
#

pictures and your current rvmat in pastebin could help

stray relic
#

Reduce the values in the smdi texture most likely

loud barn
#

is still 4K the largest texture's resolution RV engine supports?

silver gull
#

yes

loud barn
#

thanks!

full quarry
#

if you need more then id reconsider the approach.

#

or the size of the thing

silver gull
#

Nothing beats Skyrim's 8K eyeball retextures...

full quarry
#

xD

loud barn
#

yeah, carrier, just thought about possible approach to improve its deck texture
so no 8192x2048 is suuported for instance?

full quarry
#

no

loud barn
#

got it, thanks

full quarry
#

in this case you would need to split the surface

#

and have 2 textures

#

or more

#

or use tiling texture

#

multimaterial could work on a big thing like that

loud barn
#

It is already splitted, but requires a lot of work with re-uvw mapping it seems

full quarry
#

that is often the case

silver gull
#

there is really no way around tiling texture for aircraft carrier... everything else is just wasting texture memory (or having too low resolution)

loud barn
#

it seems so, it would however force me to remodel the whole thing then, like adding a lot of decals, details texture-wise etc.
not sure the whole husttle would pay off in case of the BHR

#

this addon has a lot of limitations, from the historical point of view too

full quarry
#

not many options Im afraid

loud barn
#

indeed

silver gull
#

call it future proofing...

loud barn
#

huh, I just retextured its deck to add a wooden planks, as it seemed to have wooden deck in Vietnam era, only enforced partially by metal and coating 😉

#

no F-4s CAT'd with afterburners, etc 😉

silver gull
#

future proofing = next game engine

loud barn
#

oh, I thought you were referring to eventual further modification she would have 😉

#

and I just reverted her deck to a previous era, sort of 😉

ancient parrot
#

You can get away with a lot by using a multi material for the deck only.

The various channels will allow you to mix the wood on the deck, or you can use them for material slots on other parts of the ship.

But I recommend using a separate material, two slots for the hull and the rest for trims or other.

You can try using a mc for decals but you're likely to be unhappy with the resolution that offers

ancient parrot
silver gull
ancient parrot
#

Well they sure are striking

loud barn
ocean river
#

any good or useful rvmat guide that isn't from BIS ?

ancient parrot
loud barn
full quarry
feral ember
#

Hi im looking for someone who could texture one beret for me as local mod or something

zealous niche
novel mauve
#

I'm getting into texturing myself, and was wondering if there's a better method for finding paa files? I want to retexture our camo and I'm looking for a CUP uniform model.

warm skiff
#

But rexture an element of the game (so made by BIS)" is allowed.

novel mauve
#

that's good to know, thank you.
In that case, any good, basic uniform models you would suggest?

warm skiff
#

https://community.bistudio.com/wiki/Arma_3:_CfgWeapons_Equipment this is the list of all objects present in game. With that u can see what i'm talking about.

for special forces i think you can go with it : U_B_CombatUniform_mcam u can find it in "a3\characters_f\common\suitpacks\data\suitpack_soldier_blufor_co.paa" his config are in "a3\characters_f\config.cpp"

for convetional forces you have it : U_I_CombatUniform u can find it in "a3\characters_f\common\suitpacks\data\suitpack_soldier_indep_co.paa" his config are in "a3\characters_f\config.cpp"

#

hope u understand how to add you're new texture in game if not u have some good tutorial about it and u can ask if u needed

full quarry
full quarry
warm skiff
novel mauve
#

but I can take a 3d model, retexture it, and save as seperate item correct?

full quarry
#

no

novel mauve
#

rip bro

warm skiff
full quarry
#

you cant take anything and separate them

#

the original mod is used as requirement and your additions are loaded so that they use the models from the original addon

#

Its making, not taking.

nocturne prairie
#

is in arma pixelshader and vertexshader with NOPX, CO and SMDI or DTSMDI possible?

#

i need a terrain with specular/glossines

full quarry
#

no

minor dome
#

trying to do a retexture mod. at a halt and got no help. forms havent been of use looking for someone who knows what to do for help. PSA i already got the textures just need help getting to use them

lucid ivy
#

Hi guys i like to know if exist a image where is the location of the gloves, pans,ect... on the texture map?

grand warren
#

every uniform is different, so there is no universal "image" that defines the location

lucid ivy
#

what i need to trail and error?

warm skiff
#

What ?

frozen blade
#

where did you get that rhs doesn’t tolerate retexturing?

warm skiff
#

In the website if I remember correctly

#

If I understand that concerne only some stuff but not all

frozen blade
#

Re-Textures
While in general we choose to tolerate re-textures of our original content, as per RHS NoDerivatives End User Agreement , we reserve the right to enforce our IP rights at our own discretion upon certain or all files, in accordance, but not limited to, the original author desire.

warm skiff
#

Yes and some files aren’t allowed to be retextured that why I said The best way is to ask

frozen blade
#

short version, no, you dont need to contact us for any permission for retexturing , we also don’t provide individual permission outside our eula

warm skiff
#

Good to know thanks

dense peak
#

Is there any way I can retexture the C_Orestes character's uniform?

full quarry
#

what uniform is it?

dense peak
#

Jacket & Shorts

full quarry
#

and basically if setHiddenSelectionTextures command woks on it then you can retexture it

#

otherwise it has no hiddenselections to be retextured

dense peak
#

it is there, and I'm 100% solid I got the config correct, it just shows him naked...

jaunty depot
#

i am trying to make only some parts of a texture appear, the empty parts appear black, is there a fix for that or is it just Arma?

#

I didnt make the model so i cant touch the model

full quarry
#

eah thats not possible

jaunty depot
#

gotcha thanks

lethal condor
vernal sage
#

The same goes for c_nikos.p3d and his Win episode counterpart, c_nikos_aged.p3d.

#

In the case of the latter, it doesn't even have a hl selection so the arm texture doesn't change to reflect the character's identity (i.e. a black/asian character will still have white arms).

full quarry
#

hex editing the models is not really an option either

blissful pendant
#

Hi I'm trying to make a custom texture for my group.

I'm getting a error
File Files\Arma 3\custom items\jsts+beret\config.cpp, line 42:/cfgWeapons?: Missing '}'

However I added one and it's not going

The code I'm using is

#include "BIS_AddonInfo.hpp"
enum {
// = 2,
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};

class cfgWeapons {
class ItemCore;
class HeadgearItem;
class H_Beret_blk;

class jsts_beret : ItemCore {
    author = "Anda";
    scope = 2;
    weaponPoolAvailable = 1;
    displayName = "JSTS Beret - Enlisted";
    picture = "JSTS.paa";
    model = "\A3\characters_f_epb\BLUFOR\headgear_beret02";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\jsts_beret\berets\jsts_beret"};
    
    class ItemInfo : HeadgearItem {
        mass = 6;
        uniformModel = "\A3\characters_f_epb\BLUFOR\headgear_beret02";
        modelSides[] = {3, 1};
        armor = 0;
        passThrough = 1;
        hiddenSelections[] = {"camo"};
    };
};


//

}

If anyone knows what mistake I made please tell me as I'm completely new to this

grand warren
#

you're definitely missing a ; at the last bracket

#

@blissful pendant

full quarry
#

I wager you dont have P drive set up

blissful pendant
blissful pendant
full quarry
#

the mod development environment

blissful pendant
grand warren
#

Damnit

#

Discord Mobile screws up the link

#

Gimme a sec

#

there ya go

full quarry
#

🛠️

blissful pendant
#

I'll check it tomorrow 👍🏾 Thank you for your time

#

@grand warren @full quarry

blissful pendant
full quarry
#

what did you pack it with?

#

its likely your texture path does not match the files location in pbo

blissful pendant
#

I used FileBank to pack it

#

I'll check the path again in a bit but i thought i got it right

full quarry
#

right

#

so more than likely there is a lot that is messed up

#

use mikeros pboProject

#

it can help you to debug bad paths and syntax errors

blissful pendant
# full quarry it can help you to debug bad paths and syntax errors

I'm getting the error

rapWarning: missing file(s)*****
\Arma 3 - Custom mods\custom items\jsts_beret_addon\Config.cpp circa Line 11: \jsts_beret_addon\JSTS.paa
\Arma 3 - Custom mods\custom items\jsts_beret_addon\Config.cpp circa Line 12: \A3\characters_f_epb\BLUFOR\headgear_beret02
\Arma 3 - Custom mods\custom items\jsts_beret_addon\Config.cpp circa Line 14: \jsts_beret_addon\berets\jsts_beret
\Arma 3 - Custom mods\custom items\jsts_beret_addon\Config.cpp circa Line 18: \A3\characters_f_epb\BLUFOR\headgear_beret02
rapWarning: missing file(s)*****
rapWarning: missing file(s)*****

#

I read somewhere that it could be because the p drive is not set up properly but I have mounted it via Arma 3 tools unless that's the wrong way?

full quarry
#

well your paths dont match

#

all of this is bad folder structure imo

#

best would be root project folder (P:\)jsfs\other folders

blissful pendant
#

ahh I see 🤣

I'm getting somewhere 🤣
I only got

rapWarning: missing file(s)*****
\jsts_beret_addon\Config.cpp circa Line 12: \A3\characters_f_epb\BLUFOR\headgear_beret02
\jsts_beret_addon\Config.cpp circa Line 18: \A3\characters_f_epb\BLUFOR\headgear_beret02
rapWarning: missing file(s)*****
rapWarning: missing file(s)*****

I'm trying to base it off the Nato Beret as a retexture. By any chance you know how to fix this too...?

full quarry
#

does P:\a3\characters_f_epb\blufor\headgear_beret02.p3d exist?

blissful pendant
#

I'm assuming so, I took that bit of text off a old forum. The guy put in model = "\A3\characters_f_epb\BLUFOR\headgear_beret02";

full quarry
#

well in case your P drive does not have the file pboProject can not verify the path

blissful pendant
#

What could I do to solve this? sorry this is driving me nuts, though this was a easy task but now it's taken up to 9 hours to get here 🤣

full quarry
#

you can either create a dummy file at that path or extract A3 contents on P drive

blissful pendant
#

I know this may seem stupid but how do I extract A3 content on the P drive?

full quarry
#

how did you set up P drive?

blissful pendant
#

I used Arma 3 tools

full quarry
#

it too should extract the arma data

#

but its possible you did not do that part I suppose

#

personally I recommend mikeros Arma 3P

blissful pendant
#

right so I feel like I'm getting closer but got this error

rapWarning: missing file(s)*****
\jsts_beret_addon\berets\headgear_beret02.rvmat circa Line 12: a3\characters_f_epb\blufor\data\headgear_beret02_ti_ca.paa
\jsts_beret_addon\berets\headgear_beret02.rvmat circa Line 24: a3\characters_f_epb\blufor\data\headgear_beret02_nohq.paa
\jsts_beret_addon\berets\headgear_beret02.rvmat circa Line 72: a3\characters_f_epb\blufor\data\headgear_beret02_smdi.paa
\jsts_beret_addon\berets\headgear_beret02.rvmat circa Line 89: a3\data_f\env_land_ca.paa

I extracted the RVMAT file and put it into my own but how would I solve this issue

full quarry
#

same issue

#

you dont have the files on your P drive

#

solution is the same as before

blissful pendant
#

I think I got the files now on my P drive but now I'm getting this

texture = "\jsts_beret_addon\berets\headgear_beret02_ti_ca.paa";
Illegal drive or root slash in 'texture=\jsts_beret_addon\berets\headgear_beret02_ti_ca.paa'
In File \jsts_beret_addon\berets\headgear_beret02.rvmat: circa Line 12 Illegal hard drive or root slash
In File \jsts_beret_addon\berets\headgear_beret02.rvmat: circa Line 12 Illegal hard drive or root slash

full quarry
#

dont have the \ in front of the path

blissful pendant
#

It's complied but not appearing in the arsenal 🤣

#

I'M GET CLOSER THOUGH

blissful pendant
#

Got a error saying "Cannot open object jsts_beret_addon\berets\headgear_beret02.p3d 😢

#

I thought I was so close

#

Compiles perfectly

candid plinth
#

anyone does have a proper multicam substance painter material?

full quarry
#

@blissful pendant if you are retexturing vanilla beret you dont copy the p3d into your addon

#

you refer to the original p3d

blissful pendant
#

What have I done wrong now 🤣

grand warren
#

Where does it say that?

#

In the pboProject error logs?

#

If so, make sure you ran arma3p on your p drive

blissful pendant
grand warren
#

Wrong path then. IIRC paths to models need to start with \

#

So: \path\to\model.p3d

floral seal
#

anyone have a clue how to make an rvmat material completely alpha, no specular/normal/etc, just hide something somehow using an rvmat? :3

ancient parrot
#

Those four numbers that are 1,1,1,1 are RGBA. That said you are wanting transparency then youd do that through the co/ca

full quarry
#

Long story short, you can't. Hiding should be done through hide animations

floral seal
#

hrmm got it okay thanks

polar rivet
#

hello i need help i making some patches but somehow one patch got wrong colors ( blue become red and vise versa ) and others invisible

full quarry
#

probably wrong resolution of wrong file format or both

polar rivet
#

thanks it was that i ddn't notice i put 521 instead of 512

full quarry
#

I would not touch that

dense peak
#

Could someone possibly make a mod for SCP stuff? (Highly detailed vests, uniforms, patches, weapons, masks, gas masks, etc) all in one pack? I know it would be a difficult task, but I haven’t seen anyone do this.

full quarry
#

chances are 50/50

#

even 50/50 that you are the one to make it

tame ridge
#

Someone know graphics mod?

full quarry
tame ridge
full quarry
#

Nope

#

Arma does not have such

heady cedar
tame ridge
#

k thx

hasty osprey
#

can someone help me? I made a texture for a vanilla vest. having trouble with the config file. whenever I try to make it into a pbo with elitness it pops this error

#

<adding entries:...>
config.cpp:compiling...

UI\icon_V_plate_carrier_1_CA.paa:loading...
</end entries>
Missing File Summary
config.cpp : \capybara\UI\icon_V_plate_carrier_1_CA
config.cpp : \capybara\equip_b_vest01.p3d
config.cpp : \capybara\Data\capybara.paa
config.cpp : \A3\Characters_F\BLUFOR\equip_b_vest01

missing file(s)

hasty osprey
#

all the files are at the designated directories but it recognizes them at missing

full quarry
#

You don't copy the original model for retexturing. You use it from the original location

#

Copying and distributing vanilla files is forbidden

#

@hasty osprey

hasty osprey
#

Oh

#

Didn't know that

hasty osprey
floral seal
#

@foggy torrent thanks ! 🙂

dense peak
#

how do i edit textures

astral cedar
#

You've got paint don't you?

dense peak
#

anyone got a quick rundown on the simplest way to edit a texture - as in how do i get an existing uniform texture, edit it, and then add it as a separate uniform? cheers.

full quarry
#

you set up Arma 3 modding tools and Developemnt environment P drive (for exampel PMC wiki has steps to do this along with installing additinal Mikero Toolset that will be helpful for mod development)

In the process of setting up P drive Arma 3 data will get extracted there and you can browse to the texture files you want to edit. They are in .paa format which you will need to resave as .tga or .png in TexView2 (arma tools package)

then you load that up into your choice of image editor (ms paint, gimp, photoshop etc) and apply whatever edits you want to do

Then you set up a mod folder on your P drive for your new retexture mod, create config for your new uniform according to good config inheritance practices, put the new texture in there and pack it up into a new addon pbo with pboProject

dense peak
#

could you link me software i need to get the textures and make a mod out of it?

#

@full quarry

full quarry
#

Sorru don't have the links at hand

dense peak
#

alright

dense peak
#

how to change .paa files into png

full quarry
#

It's in my explanation above

dense peak
#

@full quarry can i retexture a mask?

full quarry
#

I dunno. If it has hiddenselection textures set up in its config then quite likely.

dense peak
#

@full quarry i have a texture, what do i do now

dense peak
#

what did i do wrong

#

i cant post pics

full quarry
#

Normal users don't have embed rights here. You can post link to it though if you upload it somewhere like imgur

full quarry
#

You'll just have to try it out. I'm not a config proofread bot. 😝

dense peak
#

It doesnt show up in the arsenal when i boot up the game

grand warren
#

@dense peak
for a simple retexture (if correct parent class for inheritance is used) you can leave out class ItemInfo { ... }; and model="path/to/model" config entries

dense peak
#

Huh

grand warren
#

jup

#

😄

#

all you basically need for a retexture is
author
scope
display name
picture
hiddenselectiontextures

#

(the very basic)

dense peak
#

Can you edit put a line over the things i can erase in the picture?

grand warren
#

please post your complete config on pastebin.com and share the link here

dense peak
#

I will post it tommorow, im not at my pc

dense peak
#

Hello, I'm new to Arma, but I've been interested starting to learn how to contribute to player-created game assets. I think in terms of areas I'm more suited for as far as experience goes, would be painting textures for models, as so far I'm just a 2d artist and have barely gotten my toes wet with 3D work. I'm not really sure where in the learning I should start if making things like this is one of my goals. Do you guys mind if i post some of my art so you could potentially point me in the direction of something I might be more suited for? I hope this made some sense to you guys.

#

I'm hesitant to linking my instagram portfolio as I'm always scared that people are out to doxx me

#

but I could post some here if image sharing is allowed

#

don't want to appear like I'm spamming though

ancient parrot
#

Make an imgur account and upload there, that will protect your direct portfolios and such, just remember to add a watermark all over it or something so that it doesnt get copy pasted elsewhere as someone pretending it is theres

dense peak
grand warren
#

Where is you "class patches" config?

dense peak
#

the what

grand warren
#

Exactly...
This is why your retexture doesn't show up

#

I'm at work currently. I'll try to write a config in a free minute, might take a while tho

little notch
#

Maybe this link will help

#

@dense peak

grand warren
#

It uses addons builder... No good link 😉 😆

grand warren
#

@dense peak
you have a major flaw in your config (despite missing cfgPatches):
you used special characters in your paths / folders
this Worthy's_Helmets\Data\custom_helmet_heli_co.paa is a no go!
i changed it to Worthy_Helmets\Data\custom_helmet_heli_co.paa ect
https://pastebin.com/KU3aHV2X

#

you have to rename your folders now!

dense peak
#

Oh okay

grand warren
lethal ginkgo
#

Hey guys! Im trying to create a Custom Backpack texture. I unfortunately the bag keeps being invisible and I get the error "Cannot Load SpadeCustoms\data\spade_kitbag_black_ca.paa

Heres what I got in my cfg

{ 
    class Spade_Customs
    { 
        units[] = {"Spade Customs";}; 
        weapons[] = {}; 
        requiredVersion = 0.1; 
    }; 
}; 

class CfgVehicles 
{
    
    class B_Kitbag_base;
    
    class Custom_Backpack_Compact: B_Kitbag_Base
    {
        scope = 2;
        displayName = "Spade Custom Bag";
        picture = "";
        hiddenSelectionsTextures[] = 
        {
            "SpadeCustoms\data\spade_kitbag_black_ca.paa"
        };
    };
};```
#

Nevermind I seem to have discovered my error. Turns out I cannot use "SpadeCustoms" as the name of my pbo so I changed it to "spade_customs" and it seems to have fixed it

grand warren
#

@lethal ginkgo
you either leave units[] blank and let pboProject fill it, or paste your actual class name in it units[] = {"Custom_Backpack_Compact"};

you also have a ; too many in units[]

full quarry
#

is the file in P:\spadecustoms\data\ when you pack it?

lethal ginkgo
#

i fixed it all it works swimmingly now

coral roost
#

Is here someone who can tell me how i can create camouflage textures for a vehicle for example?

full quarry
coral roost
#

I´m creating own models and like to get a camouflage on them.

full quarry
#

and what programs do you have?

coral roost
#

I created already some Skins for Fire Department, Police and Ambulance but non for Military. Using mostly GIMP for these small skins

fair spade
#

Can someone help me make a texture? All I want is the white coat, with black shirt formal suit the coat to be turned to a dark red color.

serene needle
#

How can I stop TexView2 from inverting the alpha of a .png when I save it to a .paa?

hollow horizon
#

Try saving as TGA if you have alpha channel. I found that a lot of PNG writers cause problems with Alpha channel

serene needle
#

From previous research it's an alpha issue, but not sure how to correct

full quarry
#

what would you want ti to look like?

serene needle
#

No RVMAT, it's just a CA texture on it

full quarry
#

ca always needs rvmat

serene needle
#

Really?

full quarry
#

use supershader type

serene needle
full quarry
#

what do you expect it to look like?

serene needle
#

It's supposed to just be text for a sign

full quarry
#

is it not supposed to be transparent?

#

or actually explain fully what is the problem

#

and also what does the mesh look like there?=

#

is the whole sign 1 texture?

#

what does the texture look like?

serene needle
#

So the texture thats got the issue is just a face behind the glass, with the above texture applied

#

It's supposed to be transparent around it but the text is supposed to be black

#

it's got that weird alpha/ao issue though

full quarry
#

Ah. For simplicitys sake I would recommend just 1 plane with the text, not 2.you are causing quite big draw impact for very little gain with 2 alpha surfaces on top of each other.

If you insist on using 2 planes then you might have alpha sorting problem and the outer surface needs to be sorted on top

#

Most of the time less complexity is better though

serene needle
ancient parrot
#

Adjust the alpha so that it uses 99% transparency rather than 100 (raise the black value a bit)

If that fails and you want full opacity and none, save it as _co, this will change it to a mask.

serene needle
#

I've given up on my original plan, put some metal text behind the glass and given up on opacity

nocturne scroll
#

Are there any publicly available retexture templates for vanilla NATO vehicles, in particular the Slammer, Panther, and AMV-7? I found DreamRebel's repository, but it only has the template for the third texture for the Slammer UP.

Edit: i found Pete's templates on the forums, they look very promising

fair spade
#

Can someone help me make a texture? All I want is the white coat, with black shirt formal suit the coat to be turned to a dark red color.

full quarry
#

You would need to set up the modding dev suite (arma3tools and P drive) and find that particular texture Paa file from the extracted a3 data, resave it as png or tga with texview2 so you can edit it in image editor of your choosing (paint, gimp, photo shop, etc) then edit the parts you want to change. Resave, convert to Paa again, put together a config for it for uniform that uses the new texture. Pack it up into pbo and you got a new addon with your new texture

fair spade
#

Is there a place I can download texview?

full quarry
#

It's part of the Arma3 tools package

#

PMCwiki has good steps on how to set up the basics. They also point you to set up mikeros toolset which will make things a bit more simpler for making a working mod.

fair spade
#

Where do I find paa files?

full quarry
#

When you set up the dev suite correctly the relevant Arma 3 data will get extracted on the p: drive

fair spade
#

So, am I doing this correctly? I'm adding the : p drive, or trying to. But it's asking for credentials and stuff to actually make the drive.

#

@full quarry

full quarry
#

Did you use the PMCwiki guide for that?

fair spade
#

I couldn’t find PMCwiki

full quarry
#

Did you type PMCwiki to Google?

fair spade
#

I did, couldn’t find it. But a few seconds ago I did when I added Arma

full quarry
#

Excellent!

dense peak
#

idk weather this would be in texture or model but i would be willing to pay for some British Army formal wear as i cant seem to find any anywhere and its annoying me haha. If anyone can make British Parade Wear please message me! money is there ;))

slender bramble
#

Quick question, which Stage handles specularity? As in, where do I put a specular map within an RVMat

tacit crater
#

Hey, So im trying to make a camo for a leopard mbt. but i dont how to make a ambient occlusion, diffuse and etc anyone who have a guide or can msg how to. i had a friend who told me something called mindtex can do that but i dont what it is.

thanks to those who will help 🙂

full quarry
#

@tacit crater is it new model or are you making a retexture?

tacit crater
#

retexture, bwmod

full quarry
#

Then you only need diffuse texture. Others are already made for it

tacit crater
#

ok

full quarry
#

And you do retexture by editing the existing texture

tacit crater
#

ok

full quarry
#

And only that gets packed into your addon

#

There are retexturing guides on BIforums if I remember right. Those should help you get started

tacit crater
#

i tried looking on forum and google. but my problem is how do i make a diffuse

full quarry
#

You paint it in image painting/editing software. Like MSpaint, gimp, photoshop etc

#

Whatever you know how to use

#

Or want to learn to use

#

Diffuse is the "color" texture

tacit crater
#

ok. cause my problem is that if i retexture the leopard it looks i dropped a bucket filled with paint on it. i cant see the screws and welds. when i searched it up it said that i needed a height map, ambient occlusion and the other

full quarry
#

Those can be used to overlay some details on to the new texture. You don't actually make them. So you would then use the existing textures

#

And yes retexturing something to look good is not a simple task

#

It's a very strong git gud situation

tacit crater
#

😂 i know this is not gonna get simple, and thats why im asking for help. cause i dont know too much about arma texturing

#

but thanks

full quarry
#

Retexturing is whole different workflow than actual "real" new model texturing

#

And it will take practice.

#

What painting program are you using?

tacit crater
nocturne lake
#

it's probably your smdi not being correct for arma

indigo basalt
#

I don't know, I have already exported an SMDI for another file without any changes to the output settings and that works fine.

kindred arch
#

i have a question, what is NOHQ/AS/SMDI and what do they stand for?
and how can i make a png into them with GMP

#

Please somebody help

nocturne lake
indigo basalt
#

The brown of the wooden handle is fine even in the sunlight so I don't think its the file issues? its just the green of the main body that becomes near white in sunlight.

nocturne lake
#

well the bright white reflection indicated high specular (blue) and low gloss (green) to me. The other parts might look right simply by virtue of having a middle-ish spec and gloss value

full quarry
#

Arma can't handle the extreme white and black parts of specular map too well. They blow out very easily

indigo basalt
kindred arch
#

I want to edit a patch on a vest, but there is smdi, as and nohq files and i dont know how to edit them, please help

lethal ginkgo
#

Hey guys! Im trying to retexture the Gorgon. It seems Im 90% successful however unfortunately the issue Im running in to currently is I cant seem to get the cage on it to the matching camo. I have all the textures in and cant seem to find any errors within my code.

https://steamcommunity.com/sharedfiles/filedetails/?id=2679763594

#
    class Spades_Independent_Black_APC_02_F: B_APC_Wheeled_03_cannon_F
    {
        scope=2;
        _generalMacro="Spades_Independent_Black_APC_02_F";
        displayName="Spade AFV-4 Gorgon";
        scopeCurator=2;
        scopeGarage=2;
        forceInGarage=1;
        side=2;
        crew="spades_security_Rifleman";
        faction="spades_security_faction";
        typicalCargo[]={};
        hiddenSelections[]=
        {
            "Camo1",
            "Camo2",
            "Camo3"
        };
        hiddenSelectionsTextures[]=
        {
            "spadesVics2\textures\Spade_APC_Gorgon_chassis_F.paa",
            "spadesVics2\textures\Spade_APC_Gorgon_wheels_F.paa",
            "spadesVics2\textures\Spade_APC_Gorgon_cannon_F.paa",
            "spadesVics2\textures\Spade_APC_Gorgon_cage_F.paa"
        };
    };```
nocturne lake
#

You have 3 hiddenSelections and 4 hiddenSelectionsTextures

lethal ginkgo
#

Oh snap how did I miss that

#

I feel like an idiot now lmfao

vernal sage
#

You're also missing two more textures. The Gorgon actually uses six selections and not just four (two for the hull, one for the turret, one for the storage cage on the rear/side of the hull, one for the camouflage nets, and one for the actual slat cage).

#

"camo1", "camo2", "camo3", "camo4", "CamoNet", "CamoSlat"

dense peak
#

hey, I've got some PAA files I want to turn into a mod for some uniforms and vehicles in the game. What's the easiest way of going about it?

#

cheers in advance 🙂

modern reef
#

before the release of Arma 3, there where Screenshots of CSAT (at the time just Iran) that were using black TRG's, are those textures still in the game?

lethal condor
#

Never think so. Although it's very easy to recreate one

lethal condor
dense peak
#

ill do it all myself, dont want to pay a modder or bother his time

lethal condor
iron lava
#

Would someone be willing to help me acquire the base texture for a 3CB beret? I know how to make a config and edit the texture and apply it, but what I'd really need is to see the UV layout of the model or get a copy of the original texture so that I can change the logo on the beret. Unfortunately, the pbo's are obfuscated so I can't easily obtain the texture. Specifically UK3CB_MDF_B_H_Off_Beret. I'm doing this as a surprise for one of my players and would greatly appreciate the help.

full quarry
#

@iron lava if 3CB has wanted to obfuscate their pbos you should be asking them for the file

iron lava
#

i shall

#

by chance do you know if that beret is based on one in the RHS mods?

full quarry
#

no idea blobdoggoshruggoogly

#

Id wager no

iron lava
#

i'll check before bothering the 3cb guys

full quarry
#

if 3cb does not have rhs as dependency its very unlikely

iron lava
#

it does

full quarry
#

then could be

iron lava
#

i'm a dump, it's a base game item, lol

#

H_Beret_02

#

it's just a reskin of that

hushed pelican
#

Hi, Can I merge hiddenSelection from differents uniforms, ex: chest from CSAT + arms FROM OTAN??

grand warren
#

nope

bronze gyro
#

hmmm, when i turn my texture to paa there are many discolorations all over the texture, i think its because of the compression to DXT1, is there a way around it?

#

theyre just slight discolorations, not visible from afar but in 1st person view theyre quite apparent

primal cobalt
#

use DXT5

#

and if possible, keep the texture in 4k, my retextures in 2k had some "baked" purple areas

#

btw a question, I'm editing one uniform which nohq file has baked insignia part. When I photoshoped this out, the area became pixelated in-game. Is there a way to edit nohq without access to the original model or texture?

bronze gyro
#

will it support it 4k tho? i thought the limit was 2048x2048?

bronze gyro
#

reroute the nohq file to your new nohq in the rvmat

bronze gyro
primal cobalt
#

tga -> paa through photoshop or png -> paa throu gruppe adler website?

primal cobalt
bronze gyro
#

i used both photoshop and imagetoPAA from arma3 tools

#

same result

#

will try 4k

primal cobalt
#

do 4K and export to paa through TexView

#

remember to select DXT5 there

bronze gyro
#

you can change the rvmat used on a hiddenselection using the token
hiddenSelectionsMaterials[]={pathtorvmat};

primal cobalt
#

but do I have to access the model to make another rvmat or can I work with the same file without modifying it?

limber plank
# primal cobalt what does redefining rvmat mean

rvmat is the material file that links the _nohq, _as, _smdi, etc to a model so that it renders correctly in game.

If you are trying to get rid of a insignia that is baked into the _nohq, you will need to edit the original _nohq (and probably the _as texture as well), then write a new .rvmat file that points to the _nohq and _as files. The assign the .rvmat to the object using hiddenSelectionsMaterials

#

damn exocet beat me

bronze gyro
limber plank
#

you will likely need to debinarize the rvmat using something like Mikero's tools

bronze gyro
limber plank
#

wait

#

really?

primal cobalt
limber plank
#

yes

bronze gyro
#

yeas bro i didnt know about xnormals and shit your tutorial super helped i've created dozens of retextures now following that tutorial

limber plank
#

its a file that acts as the link to all the specialized textures

bronze gyro
#

ultra based

limber plank
#

but so far i'm still the only texturer 😔

primal cobalt
#

well when I started editing uniforms I thought "wow, that easier than I thought", then I opened one of Contact vests and got depressed immediately

limber plank
#

uniforms are the easiest IMO because it's easy to see whats an arm, a leg, etc

#

its the little pockets and pouches and details on vests that get confusing

#

and vehicles are nearly incomprehensible

#

i have to have arma open on one monitor and photoshop on the other and practically write notes on what I think is what

primal cobalt
#

I wonder how people edit those without ripping the models.

bronze gyro
primal cobalt
#

it's tens of hours of work

limber plank
#

lots of time lol

bronze gyro
#

true but the true horror is once you get to configs Monkas

primal cobalt
bronze gyro
#

nice

bronze gyro
primal cobalt
#

yeah I still don't get how to make helmet config, not at all. I made some LoW retextures for The Division mod but I simply cannot get those to show up

primal cobalt
#

yup, thx

limber plank
#

that channel also has the all-in-one config dumps pinned, which for me has been extremely useful in referencing the original config

full quarry
#

4k retexture notlikemeow

#

And people ask why fps tanks

#

Also the texture suffix is what dictates the compression type and if there are artefacts it means there are too many colors used in the textures. I'd recommend simplifying the design.

primal cobalt
tender nimbus
#

hello, i was wondering if anyone knows of a way to create thermal textures for uniforms. I cannot seem to get mine to work. so far i have only edited rvmat to point to a _ti texture. I think i made the texture wrong unless theres another step besides "class StageTI" in implementing it?

full quarry
#

what type of object?

#

oh uniform

#

what does your thermal image look like?

tender nimbus
full quarry
#

Compare to vanilla ti textures I suppose

#

That does not quite look right

tender nimbus
#

I know. Ive looked at both vanilla and rhs ti maps. The problem is i honestly dont know where to start to make it look normal.

frozen blade
serene needle
#

Has anyone ever found a workaround for certain rvmat formats causing lighting issues for people with HDR enabled?

#

Ocean type rvmat applied to a surface as an example of one that has the issue

full quarry
#

its not meant to be used on objects

#

dont doeeet

#

many rvmat types are not meant for objects

serene needle
#

It has some really cool effects for weapon skins etc though, the only issue is the HDR lighting

#

if there is a fix for that it's epic

full quarry
#

no fix

#

its not meant for that

#

I dont know how else to say it

serene needle
#

I know it's not meant for it, many things aren't meant to be used for things people use them for, I was just trying to get an idea of if there may be a fix for that one and only issue

full quarry
#

blobdoggoshruggoogly unfotunately its a no

spark mulch
#

Is there any rvmat available in vanilla I can just refer to if I want to make a surface have a mirror/glass finish?

full quarry
#

there is no mirror rvmat. if you want actual mirror you would have to use PIP camera

#

there are various default rvmats in P:\Data_F\

serene needle
spark mulch
#

Thanks both - I had a bit of a poke about and learned about the env map, answered my needs

serene needle
#

Only using PiP will get you a proper view, if you just use a texture/rvmat you get a generic HDRI not your actual reflection

civic berry
#

Got a question. When I applied jpeg textures to a vehicle in arma using hidden selections and the indexes, the textures are fine. I move into coding the hidden selections and bringing them in. Textures look fine but getting closer than 10 meters causes the new vehicle wheels to vanish. Hitbox is still there but visually the wheels are gone. I’m retexturing cup’s new humvees if that helps

primal cobalt
#

@civic berry change them to .paa, jpgs have some rendering issues when used as a texture

civic berry
#

I have them retextured proper as .paa and in my retexture mod

#

uh, let me get a picture and I'll show the issue

#

oh wait I can't upload them.

#

well the issue is that at greater than 10 meters it'll look correct, but when I get closer only the wheels vanish, and from what I can tell, Ididn't do anything to change them

full quarry
#

close up lod might have typo in the wheel selection name or some such that makes it error

#

or close up lod has no wheels at all

#

or they are proxies that work badly

civic berry
#

because it only happens on my retextured models and not the original models

full quarry
#

possibly some bug on cup end

#

hard to say for sure

civic berry
#

alright. I'll submit a bug report with them then. I've been ripping hairs out for the past like 3 days. I can link to the retexture I'm doing if looking at the .cpp would help. I'm new to this so I'm trying to make do with what info I can find

slim ocean
#

What's better in terms of optimisation: 1x 4k texture or 1x 2k and 4x 512x512?

full quarry
#

are there transparent and non transparent textures in this mix?

slim ocean
#

All non transparent

#

Just working on a gun, and I'm thinking if it's better to have lower receiver, trigger, fire selector, mag release and bolt catch together in 4k image or lower in 2k and each of the other part in 512

#

Judging by pixels I think the latter would be better (70% less pixels than in one 4k img) but more files

full quarry
#

1 file is better

#

less sections

slim ocean
#

Ok, thx

ancient parrot
#

think of optimisation as chemistry not math. In this case you use one large texture which reduces texture lookups (CPU) and trading the larger size for more memory used

silver gull
slim ocean
#

:/ I might've to make it all separate since for some reason substance painter breaks the textures on edges when I assigned vertex color in blender

#

I made the receiver completely red (vertex color) and the edges had green id in sp

#

🤷

silver gull
#

?

#

sounds like another issue

hollow horizon
#

Probably because Blender assigns vertex colors by vertex not polygon.

#

Make a seperate copy, and apply edge splt so that you duplicate vertices, and use that for baking ID map

#

Although I think that the 2.80 and beyond versions of Blender assign it correctly if you are in Face select mode.

#

(just tested, 3.0 makes assignments of vertex colors corretly)

slim ocean
#

ugh... I guess I'll have to start all over again lmao

hollow horizon
#

Why that?

slim ocean
#

unless there is an other way of merging the textures

hollow horizon
#

Well it depends, if you are using 2.80 or later, you can multi-select more than one object and map them all on the same UV space.

slim ocean
#

hmmm... I'll try that

spark mulch
#

Are there any tools for batch converting .paa back to .tga?

grand warren
#

I think to remember that the arma image converter can do folders

#

*from arma tools

full quarry
#

it just does xxx -> paa

#

for paa to xxx need to write a batch file

#

or there might be one posted on the channel history somewhere in here or on bi forums

spark mulch
#

Ok thanks both

inner bay
#

Hello . I don't know if this is the right channel, but I'm going, I have a problem with my object builder for my 3D quality and my RVMATs, there are differences between the quality of my 3D blender and my object builder, ditto for textures, big difference between the texture on the substance painter and the texture applied on the builder object ,can you help me? you want pictures?

full quarry
#

pictures could be good starting point

inner bay
#

I can't send pictures ... weird .....

primal cobalt
#

embedding stuff is not allowed, use imgur or any external hosting and paste a link

inner bay
#

okay thanks !!

#

here , with photos detailed

#

you see my problem ?

full quarry
#

how are you exporting these to p3d?

#

seems like your sharp edges get lost in the process

inner bay
#

first / I export in fbx format for my painter with UV's .... after, with my builder I import the fbx of the whole 3D model and when I go to viewer, result, ugly 3D and texture and ugly RVMAT

full quarry
#

well that would be the problem

#

you want to export p3d directly from Blender with the Arma Toolbox addon

#

aand for ugly texture and ugly rvmat, well

#

you need to make better textures im afraid

inner bay
#

i want to export Fbx from blender to builder for integrate on arma

full quarry
#

possibly your uvmapping has issues and perhaps your texture resolutions are bad

inner bay
#

sorry for my english, i'm french

full quarry
#

you want to export P3D with Arma Toolbox Blender Addon

full quarry
#

sorry

#

😛

#

(joke)

inner bay
#

arma toolbox blender ?

full quarry
#

"Arma Toolbox" is Blender addon

#

that allows you to export directly to p3d format

inner bay
#

???????????????????????????????????????????????????

#

i dont know

#

with texture on the p3D ?

#

on blender directly ?

full quarry
#

no textures you export from substance painter

inner bay
#

yes

#

on blender ?

#

with the toolbox ... ?

full quarry
#

the model as p3d from Blender to Object builder with the toolbox addon
the model as fbx to substancepainter and textures exported from substance painter

inner bay
#

okay , juste , can give me the link of addon please ?

#

but , thanks for indication

full quarry
#

no. I dont have it. just put "blender Arma toolbox" to google

inner bay
#

okay , verry simple haha !!😂

full quarry
#

should show you the github page

inner bay
#

yes

#

find !!!!

celest obsidian
#

@inner bay DM me notlikemeow

green moth
#

does anyone know how to config textures into arma 3 for optre marines ???

full quarry
#

Same way as with anything else that supports hidden selections

dense peak
#

Hello, can anyone explain how multiple textures work in one p3d model, i made a uniform but i seperated it to 5 parts (jacket/pants/pouches/velcros etc) how does it work? How does arma knows where to apply the textures?

primal cobalt
#

Hidden selections, you give them names and you or people can give them dofferent textures.

#

There should be a good read somewhere on BIKI

full quarry
full quarry
#

But only if you export it in a way that retains that information

spring hazel
#

hello, ihave zero knowlegde how to retexture assets, does anyone has a good tutorial how to do it easily?

spring hazel
#

thank you kind sir

wheat fractal
#

Can anyone help why my textures aren't transparent after the p3d is binarized. I asked someone else to binarize it and it works fine. Im using Addon builder and the transparent background becomes black.

wise dagger
#

in addon builder options

full quarry
#

Is the texture assigned to the P3d model?

#

And you should perhaps consider better packing procedure with mikeros pboProject

wheat fractal
wheat fractal
wheat fractal
#

I've fixed the issue, thanks for the suggestions

full quarry
#

what was the fix?

latent magnet
#

He had the texture in the wrong drive IIRC.

wheat fractal
full quarry
#

🤏

dense peak
#

Is there a solution for this? i double checked the paths of my paa everything is correct, weird thing i saw is the character template uses tga for the character skins

#

Is tga contradicting with my paa

full quarry
#

what does "joining with character template" mean?

dense peak
#

I made my uniform 3d first in blender, then made my textures from substance painter, then back to blender again with arma tools plugin, then after that i grabbed the character template from arma samples then boom, merge my uniform with the character template

full quarry
#

I must admit, I got no idea what is in there

#

ok so does the merged object still have the materials assigned to it in blender?

dense peak
full quarry
#

if they are there and the materials are actually assigend to the model it should export

#

my guess is the materials are not assigned

#

they are just on the list

dense peak
#

Hmm can i share my screen here?

#

Is it okay

full quarry
#

probably in the voice channel but I dont have time to do that hands on help

#

sorry

dense peak
#

Ohh i see its fine ill just message here

dense peak
full quarry
#

no like they are on the material list but not actually assigned to the model

#

change their viewport colors to see if they are on the model

dense peak
#

i see ill try that one hold on

dense peak
hollow horizon
#

Didn't quite get what this is all about, but Check your UV Sets. The old Blender used to merge UV Sets by position, the new one merges by name, so if your original UVSet was named differently, you might end up with two of them.

#

@dense peak

full quarry
#

good call too

dense peak
#

oooooohhh i think i saw the problem you were right i have two uv sets

#

thank you guys veryy muchh

#

❤️

severe rune
full quarry
severe rune
ancient parrot
#

Mr X in a crysis nanosuit with some far eastern inspiration

opaque halo
#

Hello guys, i was trying to apply the normal, ambient occlusion and the other maps to a weapon model i made with the rvmat file, but the only thing that apears in bulldozer is the basic texture (_co).

#

i made sure the rvmat had the right directory and saved the maps as a paa again but with no positive change

noble crown
#

where does one find/get the standard textures? (black, khaki, hex etc)?

wise dagger
#

@opaque halo can you share your rvmat?

wise dagger
#

you have p drive?

opaque halo
#

yes its assembled

wise dagger
#

what's showing for texture path in object builder face properties menu?

opaque halo
#

users\alexandre\desktop\projectos arma 3\sioops_allinone-main\sioops_allinone-main\tb_arifle_ak12\data\ak12_co.paa

wise dagger
#

keep your mod files inside the p drive

opaque halo
#

oh

#

ok

wise dagger
#

because arma 3 searches textures like this p:\ < your texture path >

grand warren
#

and never us p:\ in any (texture) path

opaque halo
#

ok thanks i will see if that fixes it

grand warren
#

if your config.cpp is in p:\<my_prefix>\<my_project>\config.cpp, and your textures are in p:\<my_prefix>\<my_project>\data\textures\image.paa, the path in your config must be data\textures\image.paa

#

so, the folder where your config.cpp is located is the "root folder" for all your related paths

opaque halo
#

well it still doesnt work

#

i move everything to the p drive and checked the paths

#

still no luck

opaque halo
#

nevermind i somehow fixed it

cursive mountain
#

Hello comunity.
Somebody can help me.
I need use player name like text on hidden texture uniform

#

Is posible?
Like nametag

floral seal
#

If I brought my model into ObjectBuilder, is there a tutorial on how to assign rvmats and textures to the model so I can use hiddenselection/materials?

full quarry
#

not for that exactly.

floral seal
#

< what's the best way to assign new textures or paths and set up hiddenselections and hiddenmaterial paths? 😮

full quarry
#

hiddenselection textures are set up in config

#

and they connect to named vertex selections on the model

#

those selections have to also be defined in model.cfgs sections array for that model

#

there isnt really "best way" there is just one way it works

floral seal
#

so i can do this mostly out of O2 and just prep the paths as needed?

full quarry
#

mostly

floral seal
#

hrmmmm, alright that's a good first start. Thanks Horrible

#

(frustrating process but i'll get there)

full quarry
#

you assign textures to model
you make vertex groups/ named selections out of the parts that have those textures
you add those group names to sections array in model.cfg
you add those groups and texture paths to hiddenselection configs

floral seal
#

can i do the vertex groups/named selections in O2? 😮

full quarry
#

sure

#

but if you have done the model outside of OB it would be adviseable to do them into the source model

floral seal
#

right that simplifies some of this @_@ arguably with the loss of armaholic i'm wondering whether there's a comprehensive place for tutorials going into these depths, would save you a hassle ton

full quarry
#

to not lose them

floral seal
#

right, hmmm

full quarry
#

Armaholic did not have such tutorials either

floral seal
#

i use 3ds max, so i set the material IDs, would that reflect in A3?

full quarry
#

this stuff is covered in a lot of BIForums topics id wager

floral seal
#

👍

full quarry
#

I dont know much about how Max works

#

if ive understood right it does not export vertex groups in fbx without skeleton for those groups being present

floral seal
#

sections[] = {};

You mean this area don't you

full quarry
#

yes

floral seal
#

hrmmm, okay i'll have another look into this. Thanks again!

burnt shale
#

does anyone have a download for Texview 2.5? The version on arma tools gets an error trying to open .paa files

full quarry
#

Works fine over here.

#

What paa filed you trying to open?

burnt shale
#

just like any one that I can come across, trying to make textures for vehicles, I did find a work around though, I just use a .paa to .png converter

civic berry
#

Have you tried uninstalling and reinstalling Arma 3 tools?

dense peak
#

anyone know a good software for creating transparent tgas other than photoshop?

#

texview doesn't like tgas that come from gimp

full quarry
#

from gimp you just have to turn off the compression in the export dialog

#

other than that gimp works just fine

dense peak
#

the only option I get in the export diag is selecting what corner I want the origin in

#

oh wait

#

I'm dumb I see it

#

just tried it with compression unchecked but it still gives me an error importing to texview

full quarry
#

what resolution is it?

#

and you sure you opening the same file you just exported?

#

as I am absolutely certain it works

dense peak
#

512x512

#

and that's the right file

#

maybe I gotta update gimp

#

or the targa plugin is bad

dense peak
#

that solved it, I was using a version of gimp from 2019

dense peak
#

Hello, if i use hidden selections for my uniform (for multiple textures different variations) by using configs and paths is it also important to add the CA and RVMAT in my blender as well where im making my p3d?

#

Or the scripting(hidden selections) in the config is enough?

full quarry
#

Yes the model needs to have default textures

dense peak
#

Thank you

burnt shale
#

Does anyone know where the textures from art of war? The biki doesn’t seem to have them in CfgVehicles page and I’ve been searching for a while. Arma/addons/AoW is also empty so not sure really

bronze gyro
#

Oh nvm youre talking AoW, i believe its still encrypted

burnt shale
#

Wait what…?

bronze gyro
#

I think its still in ebo

burnt shale
#

Does that mean the textures are impossible to change?

bronze gyro
#

No its possible

#

Just not possible to open the pbo

#

If you wanna find texture path, just open config viewer

burnt shale
#

I’m not sure how to go from confit viewer to the file

bronze gyro
#

What are you lookig for

#

Are you trying to grab the file?

#

I dont think thats possible since its still encrypted, but u can replace textures

burnt shale
#

Hmm

#

Well yea I was trying to retexture the suit

bronze gyro
#

Oh, you’re in luck, photoshop templates are available for the dress uniform in a3 samples

#

Just download it

#

Or i can just send it to you

#

Since samples is 4gb lol

noble crown
#

how does one acquire a texture? make a texture?

bronze gyro
#

Acquire —> Grab it from the pbo/samples/community texture templates
Make —> open up any visual design software and start drawing

vivid quest
#

Is there someone here who could look at a config for me?
I followed the ICP tutorial but its nit working and im not adept enough at coding to figure out why

dim shoal
#

Eliteness says it can't find my texture files

dim shoal
#

Anyone familiar with retexturing willing to give me a hand? Eliteness throws out an error about not being able to find the textures but I have double checked the names. If I pbo it through the arma addon maker then I do get an item but it just has the default texture instead of the new one.

full quarry
#

eliteness is not proper tool

#

use pboProject

#

and if it says it cant find the file your paths or P drive folder structure is broken

dim shoal
#

P drive issue

ornate pebble
#

When digging into a pbo, certain helmets all have a certain flag on them, if the flag isn’t actually in the helmet texture, but instead almost like a patch that it calls for on every helmet. What is the best way to remove it entirely? Since it seems to be separate from the helmet.

bronze gyro
#

and then you just dont assign a texture to that particular selection

ornate pebble
bronze gyro
#

just dont assign it as a hiddenselection, example:
hiddenSelections[] = {"helmet", "patch"} original cfg
hiddenSelections[] = {"helmet"} new cfg without patch texture

#

well actually that would make the patch selection use the original texture assigned in the model

#

i think you can just assign an empty texture to the hiddenselection
hiddenSelectionsTextures[] = {"helmet texture path", ""};

woeful reef
#

Hello everyone! I need a little help. I would like to make a custom skin for a vehicle. I did that already several times so i know how to do that but for this specific vehicle i am unable to find it's skin that i could use as a template for retexture. Can anyone help me find, where it's hiding? 😅 thank you

It's one of the CUP mods. The vehicle is named "Skoda Octavia" and its class name is CUP_C_Octavia_CIV it is located under civilian faction civilians>vehicles Any suggestions?

civic berry
#

You could always place it down in eden edito, right click it, and select “find config” or something like that. You can scroll down until you see hidden selections, where you’ll have the names of each camo and a line below it, it’ll have the name of the files it uses and where they’re located

woeful reef
civic berry
#

I only recently found that out and it's a lifesaver. especially when a mod calls on another .pbo for textures

woeful reef
#

oh crap.... it's one of those skins that is just half of the car and other other half is just a reflection ... i hate these 😆 anyways thanks for the tip @civic berry , it worked perfectly

civic berry
#

no problem. good luck

woeful reef
#

thanks, i guess it's not possible to create a custom skin different on each side when the skin reflects like a mirror to the other side, right?

civic berry
#

not to my knowledge. Had that issue with the cup hueys, so I had to avoid any and all text because it'll be flipped backwards

woeful reef
woeful reef
#

one more little question, is .paa file format capable of keeping transparency?

severe rune
#

yes, if its _ca suffixed

#

then it has 8 bit color channel

woeful reef
#

can you give me more details on this please @severe rune ? le's say i have a .png file and using setObjectTextureGlobal i would like to give that as a skin to a vehicle, how do i convert png into the _ca thing?

civic berry
#

so, I'll say this. I test textures in eden with jpegs, and if they work, I'll save them as pngs, convert to paa with texview

#

I dunno if that would help

woeful reef
#

although.....

civic berry
#

it loses transparency when you're testing, or when you convert to paa?

woeful reef
#

let me try something, i've got an idea

severe rune
#

Transparency needs to be supported in the model too

#

Name the PNG with _ca suffix, and then convert to paa

obtuse arch
#

How would I use a different normal map than the default one for an item?

full quarry
#

What item?

obtuse arch
#

A hat model

#

I have the new normal map, but I'm not sure how to apply it to the hat ingame

full quarry
#

In case the hat has hiddenselections you might be able to create a new class for the hat and use hiddenselection Materials[] array to inject a new rvmat on it that uses your new normalmap on it. But that does not always work right.

#

Ingame you can't do it

obtuse arch
#

I know I can't do it ingame

#

But the config people intimidate me. Should I go ask them?

bronze gyro
full quarry
#

It's pretty much same people on all maker channels. But they won't make it for you either. That above is the place to start learning how it works. 👆

obtuse arch
#

I'm mostly familiar with regular texture hiddenselections, but not how the material bit works

bronze gyro
#

All you have to do is open the rvmat, change the nohq path to your file

#

Find the hat’s actual rvmat from the pbo, decrypt it with eliteness or cfgconvert, then simply change the filepath

obtuse arch
#

ah

bronze gyro
#

Then in config reroute the hiddenselectionmaterial to new rvmat

obtuse arch
#

I'll come back when I have more questions. Thanks, that gives me a place to start looking :)

#

Ah, so RVMATs aren't textures they're config files

#

That makes so much more sense

bronze gyro
#

Yes rvmats contain info on what specular maps , nohq, AS maps the model use etc

obtuse arch
#

Thank you. I might need to ask some more questions later, but this is a very good start

obtuse arch
#

Alright, so. Game says it can't load my rvmat file, yet the normalmap was loaded properly

#

However, the shadows are broken

#

Is there a commonly faced issue I'm facing here?

frozen blade
#

define shadows ar e broken

obtuse arch
#

I think a picture is probably the best explanation

frozen blade
#

precisely, use imgur

obtuse arch
#

When the hat is loaded, it says it can't load the rvmat file

#

Yet the normal map was loaded

frozen blade
#

indeed it looks like the svlod is borked

obtuse arch
#

I'm afraid to ask

frozen blade
#

is it your mesh?

#

shadow volume lod

obtuse arch
#

I just copied the original rvmat file and just put a different path for the normal map

#

I uploaded another example pic on that link

#

I'll admit I'm stumped, this is completely new territory

#

Maybe it's because I converted my rvmat file wrong

#

How would you do it? Best I found was renaming a bin file into an rvmat one

#

Is there a cleaner way to do it?

dense peak
#

Hello, i wanted to ask, could i use rvmat in hidden selections textures instead of .paa's in config vehicle? i was making multiple textures for our uniform but i really want to add those height maps to show the quality of the embroidery

hollow horizon
obtuse arch
full quarry
#

Yes

#

Use mikeros tools

obtuse arch
#

I think that's probably what I borked

obtuse arch
#

it's a hiddenselectionsMaterials rather than a hiddenselectionsTextures

full quarry
#

Arma does not use heightmaps

#

it uses normalmaps

frozen blade
#

@obtuse archRVMAT stands for Real Virtuality (A3 engine) Material and ATtributes

#

that being said, the issue that you have encounter seems to be model related rather than config/rvmat related

obtuse arch
#

Fair enough

#

Could be

#

From what I understand, RVMATs tend to be baked into the model when a PBO is made, or at least I heard something of the sort. Maybe my RVMAT file is applying shadows on top of the shadows of the original and that's what's breaking things?

#

I'm trying to understand what the issue is without knowing much, I know

#

I suppose it's not really possible to just swap out a normal map while keeping everything else?

frozen blade
#

who is that a model made by?

obtuse arch
#

Forgotten Fronts

frozen blade
#

can you paste your new rvmat via pastebin?

#

the new rvmat (and its textures) should NOT be in the same place as the original ones btw

#

you would ideally need to do a dependency (from the original mod) addon

obtuse arch
#

One second

#

Am I missing something dumb

hollow horizon
obtuse arch
#

I don't see what else would cause it, it's the only difference

#

haven't touched the model

hollow horizon
#

Does the shadow volume have a hidden selection? I've seen shadow issues pop up on retextures because the shadow volume still had the same camo selection as the rest of the model

obtuse arch
#

Where would I check that?

full quarry
#

in object builder

#

if its a model you have made and have access to

#

if its a model from a mod its nothing you can do

#

except contact the author and hope they fix it

hollow horizon
#

Note I am not saying that is the cause, but quite honestly I wouldn't know any other reason why an RVmat would cause shadow issues. These issues usually occur when the shadow is not closed and/or is not triangulated

obtuse arch
#

then again, I've only started fiddling with normalmaps and the like this morning

hollow horizon
#

Normal maps do not cause shadow issues.

obtuse arch
#

I've since fixed the issue of the game not being able to read the rvmat file, but I still have the same shadow problem

hollow horizon
#

That is what I mean. I would bet that the shadow volume has a hidden selection that you are overriding with your retexture. I've seen this before, if you "retexture" a shadow volume, the "retextured" faces disappear. Missing faces in the shadow LOD, or non-triangulated faces, cause exactly the shadow issue you have posted.

full quarry
obtuse arch
#

model from forgotten fronts

full quarry
#

then you cant fix it

#

FF devs have to fix it

obtuse arch
#

In that case, is there a texture trick I could use to have an insignia on the cap not appear to be made of cloth?

full quarry
#

no

obtuse arch
#

Ah, well that's a shame.

#

Thank you for the help nonetheless :)

frozen blade
hollow horizon
#

I had that issue myself, incidentally with a helmet. I copied the original helmet over, simplified it, and closed it off, but left the camo intact.

bronze gyro
obtuse arch
#

It's not a solution, but I just put a false shadow on the texture itself under the insignia to emulate the idea somewhat

#

It works

frozen blade
#

also, in regards to the pastebin rvmat above, i don't get why all the paths are the same

#

including the nohq

zealous niche
#

anyone here that has some experiences with substance painter?
ive got an .fbx model as well as some texture maps (being SMDI, NOHQ, CO, CA and AS) and i would like to bring those back together in substance painter and retexture some of that there as well.
but im kinda unexperienced and mostly learned how to make some own textures instead of putting the existing ones into work. some tips or ideas would be really nice

frozen blade
#

what you want is possible, but needs a bit of fiddling. that being said - who made the model, who made the textures

zealous niche
dense peak
#

Hi everyone!
I have created a shape model with textures. And when porting to Arma 3, I faced such a problem that the color of my uniform in the game is not the same as I drew. I understand, of all there are some settings that could help me in this. Maybe is peoples who know how to tell me where to adjust the color of the texture (perhaps in rvmat, then more specifically) so that the game itself does not distort the color of the texture and all shades retain all the original look.

full quarry
#

@dense peak link pictures to what it looks like in game and what it looks like when you texture it

dense peak
full quarry
#

pls post links as normal text 😅

#

well I suppose the first thing to understand is that the texture program lighting and Arma lighting are not the same so yes colors will look different

#

they will also look different on all the maps because all maps have little bit different lighting

#

also the rendering shaders are different so that will cause normalmaps and such look/shade differently between the programs

dense peak
#

ok where all these things are regulated in the arma 3, so that I could fit as much as possible to the look I think is necessary

full quarry
#

are you texturing in PBR?

#

with metal/rough workflow

dense peak
#

texturing in substance painter

full quarry
#

then you wiil likely want to try the Substance painter Arma shader

#

and Arma export templates

#

as SubstancePainter is PBR metal/rough by default

#

and Arma is older Specular/Gloss texturing

#

so default Substance painter work will never work correctly in Arma

#

because its so different

dense peak
#

where do i find this shader to port to army 3?

full quarry
#

I dont have the links at hand. could be BI forums or in this channels chat history

dense peak
#

ok i try

snow bay
#

Does anyone know why this texture would appear with a blue "tint" in game? There is no RVMAT associated with this on my object.

https://i.imgur.com/kduZJZy.png

full quarry
#

what resolution is it

polar trench
fringe lark
#

What do you guys use to make textures? The program I am using to extract textures only gives me the regular texture and the normal map. From Sokolonko's video "Zero to Hero" there are 4 total, the two I am missing are SMDI and AS.

#

Is it possible to make these textures with the two I currently have?

full quarry
#

most texturing tools can export AS (ambient shadow/ambient occlusion)

#

SMDI is may not be something that can easily be automatically created as it is pretty Arma specific texture

#

what you need to do is to understand what the different material textures do and how they do it

fringe lark
full quarry
#

I hope you are talking about new models and not ripped ones

#

and you can manually create any texture

full quarry
#

smdi contains different information on different channels and you can paint those yourself

dense peak
#

I'm having an issue where my vegetation is insanely bright compared to vanilla vegetation
this is the vanilla Pritchardia for reference https://cdn.discordapp.com/attachments/566060230824165383/932201023538348082/20220116041315_1.jpg
and my saw palmetto that reuses the same leaf texture https://cdn.discordapp.com/attachments/566060230824165383/932201024305909820/20220116041327_1.jpg
this is my rvmat https://pastebin.com/NHuT1Qbc
I believe the issue may have something to do with shadow lods, I've seen them used in the arma 3 samples tree but I can't even begin to understand how it works
arma 3 samples shadow lods https://cdn.discordapp.com/attachments/566060230824165383/932202354848174190/shadow_volumes.PNG

full quarry
#

Is your rvmat the same as original

dense peak
#

Mostly, I wasn't sure how the mca texture works or what that is. Other than that it's the same the same

full quarry
#

then mca is what your is likely lacking

dense peak
#

That's what I was thinking, either that or the shadow lods. Both of those I'm very confused by

full quarry
#

there is a tree shader wiki page somewhere

dense peak
#

From what I understand mca is some kind of ao map

full quarry
#

that could be useful to check out

#

mca stores both color and ambient shading

dense peak
#

Huh

full quarry
#

rgb alters the color of the underlying textrue

#

alpha channel is ambient shading

#

if I remember right

dense peak
#

I noticed they have another uv map for their mca

full quarry
#

yes

#

since each part of the model would need its own shading

#

as they are in different position

dense peak
#

Ah

#

So lower parts being more shaded

#

Or down facing parts

full quarry
#

possibly if thats what you want

#

or parts deeper in a tree crown blob are darker and one on edge lighter

#

etc

hardy heath
#

Anyone experienced doing RHS retextures?

#

I'm trying to retexture the SPC (Teamleader) vest, the one with the grenades. Having some troubles with that 😦

full quarry
#

should not be anything different from any other retexturing

#

whats the trouble

harsh jolt
#

question

#

how to i export my vehicle that i put a texture on so i can import it with my sample vehicle

#

or do i have to do something else

lethal condor
#

What do you mean by that?

harsh jolt
#

i made my textures and put them on my vehicle

#

what do i do after that?

#

im making a tank

#

and i have a the textures ready to be used but i have no idea how to use them in game

full quarry
#

have you checked out the link from before

#

@harsh jolt

harsh jolt
#

yes

full quarry
#

if it did not help, check these out.

harsh jolt
#

legen, thanks

fervent portal
#

Hey guys, since Armaholic went down, a lot of texture templates got deleted, and I've been looking around to see if I can find a template for the T-140 that's been cleaned up a bit, so far I haven't been able to find any, does anyone know where I might be able to find some? I've checked Pete's textures and a few other collections, but none have the t-140

#

alternatively, is there a UV map for the T-140 available somewhere?

silver gull
#

t-140 is tank DLC -> texture cant be extracted. Unless i missed them de-ebo-ing it.

harsh jolt
#

i have a lighting issue with my uniform and i have no idea how to fix it would i fix it in the RVMAT file for the uniform?

full quarry
#

post picture of the issue.

#

otherwise answer is maybe and maybe or both

harsh jolt
#

i cant post it

#

i dont think i have perms to

silver gull
#

upload it somewhere, post the link...

harsh jolt
#

does that work?

#

the helmet is the same camo but looks dark green

silver gull
#

faulty normals probably

fervent portal
silver gull
#

no

harsh jolt
#

Faulty Normals?

#

wdym?

#

are the normals in the config or RVMAT

silver gull
#

did you create the model?

harsh jolt
#

no, i created the config and textured the vests

silver gull
#

where did you get it then?

harsh jolt
#

an old mod according to my friend

#

2015

#

i fixed the uniform issues

#

issue*

silver gull
harsh jolt
#

the helmet is my main one now lol

#

?

#

my helmet looks darker though how do i fix?

full quarry
#

you cant just go take stuff from old mods

#

that is very much forbidden

harsh jolt
#

i was using it for a sample, my bad. im just learning how to do all this

full quarry
#

for learning its best to start from 0

#

who knows what mistakes someone else has made

harsh jolt
#

Good Point Will do thanks 🙂

silver gull
#

you can take samples from Arma 2 models. That is permitted.

harsh jolt
#

i thought it was an arma 2 model

#

wait

#

nevermind

#

thats vanilla arma 3

full quarry
#

vanilla Arma 3 models are not open to use

#

even bigger nono

harsh jolt
#

so always start fresh?

full quarry
#

retexturing is allowed but not with using the model

silver gull
#

^(editing/ copying the model)

full quarry
#

this

#

retexturing means you only paint over the texture files

#

you dont touch the model

harsh jolt
#

ohh, yeah i understand thats basically what im doing

#

i havent touched the model once

full quarry
#

alright

#

is your rvmat using hte vanilla normalmap then?

#

or have you made new normalmap

harsh jolt
#

i had used a template so you could say i made it with some help

#

but since it is a vanilla asset ill assume its basically vanilla normalmap

full quarry
#

from the looks of it, its broken

#

Id try pathing the vanilla rvmat instead to see if that changes anything

harsh jolt
#

i fixed the uniform part, i had the wrong path for addons folder. now its just the helmet it looks really dark green instead of camo

#

this was after i re pathed the addons

full quarry
#

do you use hidden selections to apply the textures?

harsh jolt
#

no

#

should i?