#arma3_texture

1 messages ยท Page 51 of 1

full quarry
#

then how are you doing it?

#

and yes, hiddenselection config is the correct way to do retextures

harsh jolt
#

i have used photoshop wrong this entire time then lol

silver gull
full quarry
#

photoshop has nothing to do with it

harsh jolt
#

okay

full quarry
#

hiddenSelection is a part of the model that is defined so that its texture can be repathed in the the config class of the object

#

and retexturing is done with new texture files and config that creates or alters object class that then uses those new texture files in its hiddenSelection part

harsh jolt
#

i used a config template

#

and plugged in my info pathing wise

full quarry
#

yes this looks correct

#

though you should not have spaces in your folder names

#

folder name\ -> folder_name\

harsh jolt
#

oh okay

#

so underscores

#

no spaces

full quarry
#

usually underscores are used instead yes

harsh jolt
#

good to know

#

question before i go

#

i change how much i can store in a clothing item such as a vest or a uniform by changing "containerClass = "Supply70"; correct?

full quarry
#

yes

harsh jolt
#

and for the helmet issue, is that an RVMAT thing?

full quarry
#

perhaps bad path to some texture

#

how do you pack it into pbo?

harsh jolt
#

its in its own folder so i right click the folder and use PBO manager

full quarry
#

ah

#

manager is the worst

#

Id suggest using pboProject. but it will also require P drive setup

#

so it can check your paths

harsh jolt
#

oh okay will do ill let you know when im done

#

but what if its not a pathing issue

full quarry
#

some texture probably is wrong shaded or somesuch

harsh jolt
#

can you give me the link for pboproject

full quarry
#

dont have it at hand.

#

its part of Mikeros Toolset

harsh jolt
#

oh i found it

full quarry
#

PMCwiki has steps for P drive and tools setup

harsh jolt
#

when i load into the virtual or ace arsenal it says it cant load the helmet nohqq texture

full quarry
#

probably a typo

#

in the path/filename

harsh jolt
#

in the config i cant find it

brazen moat
#

Can anybody help me find the pbo file of the Combat Helmet Black, not the Enhanced one but the standard one with no attachments or headsets? i looked at characters_f_epa.pbo but there i only find the enhanced combat helmet there

#

i am looking for the helmet in the top row, second from left

#

basically

full quarry
#

best place to check is the helmets config

harsh jolt
#

it was in the RVMAT wrong file path

full quarry
#

hiddenselectiontexture path will tell where the texture is

brazen moat
brazen moat
full quarry
#

your friend probably could help you out with that if he knows more about configs

#

the ingame config viewer can be used to browse the helmets config and the texture path used for it

harsh jolt
#

it keeps saying it cant load the nohq thing

#

im lost

#

im gonna pasetebin my rvmat and you can see

#

idk what im doing wrong

full quarry
#

well it just means that one might be using the default texture

#

check the other ones too

#

their textures are likely in the same place

harsh jolt
#

check what

#

the RVMAT?

brazen moat
#

I think hes talkin to me

full quarry
#

indeed

harsh jolt
#

yeah my bad lol go ahead

brazen moat
full quarry
harsh jolt
#

?

full quarry
harsh jolt
#

and i fix this by?

full quarry
#

putting correct texture path to correct stage

#

like NOHQ in stage 1

#

and not stage 4

#

P:\A3\Data_F\ contains many default rvmats for reference

#

inlcuding super shader I screenshotted above

harsh jolt
#

is that all i needed to fix?

brazen moat
#

with the blank

#

my friend kinda warned me that the arma 3 config viewer might be not helpful

#

i do thank you for trying though, anything else you can think of?

#

if not, like i said thanks in the first place for all else

full quarry
#

well then checking the model path can lead to the textures

#

model = "path\to\model"

#

and textures are usually in "path\to\data\texturesAreHere"

fervent portal
#

Is there any particular order I should have the _as, _nohq, and _smdi layers in Photoshop to get the best look for a retexture?

full quarry
#

no

#

they can be used as mix in but none of them will really produce the same details as original texture has

fervent portal
#

Yeah, that's a given

harsh jolt
#

if i wanna have a helmet or vest stop more bullets do i change "armor = "3*0.4" or "passThrough = 0.5"

full quarry
#

probably armor

harsh jolt
#

what do i change about it

#

the helmet values are weird

#

the vests are just "5"

full quarry
#

idunno, bigger better Id wager

#

I think there may be a wiki page about those somewhere blobcatgooglythink

pallid radish
#

this might be a dumb question, or in the wrong channel so please let me know where to ask instead:

i am trying to make a mesh's texture for a custom model have a modifiable alpha channel. the only thing i could find online was from 2014 about making the texture into a 32-bit .tga with an alpha channel, then converting it into a .paa

#

i have basically no idea what that means, and the only information i could find on the community wiki is the literal meaning of the _ca extension

frozen blade
#

define modifiable alpha channel

nocturne lake
#

When you save the file for conversion to .paa, save it as .tga and a popup will appear asking you whether you want it saved as 24 bit or 32 bit etc. Choose 32 bit if your texture has an alpha channel and be sure to include _ca at the end of the filename. Then when you use the tools to convert it to .paa, it should format it correctly

#

If you need to be able to edit the alpha for future use, you need it as a separate layer set you can copy-paste into the alpha channel when you're done editing it. AFAIK you can't have a layer stack only for the alpha in photoshop etc.

harsh jolt
#

is there any good non confusing way i can make my own templates to texture a new uniform?

full quarry
#

Im gonna go ahead and guess, no. Making a template out of existing texture is like climbing into tree backwards

#

normal texturing process uses all kinds of layering which is combined into single texture and reversing that is not simple task

harsh jolt
#

so whats a good way to re texture something

void gale
#

im not sure if this is more of a model or texture question but is it possible to overwrite an rvmat of a model without changing the model? I have a model that I am using from another modand would like to change the thermal texture for it but cant change the rvmat because the model points to their mods rvmat if i understand how this all works

nocturne lake
#

hiddenSelectionsMaterials (and script equivalent setObjectMaterial) is used to change .rvmats, but it's not very reliable

full quarry
# harsh jolt so whats a good way to re texture something

People often use the supporting material textures like normalmap and ambient shadow texture etc to overlay details on new texture. It can have decent results but basically it comes down to practice with whatever paint program you use and how you understand different techniques you can apply to redraw a texture

#

without a template with separated layers for detaisl and shading and such there isnt really much choice but to do the manual work

harsh jolt
#

wheres a good place for me to find templates?

full quarry
#

theres a topic about them on BI forums

#

and some are included in the Arma 3 Sample model package on steam

harsh jolt
#

theyre in FBX and MAX file formats

#

i have no idea how to open them

#

also in p3d's

full quarry
#

those are models

#

not templates

#

there is a texture template folder somewhere in there

harsh jolt
#

ill take a look

harsh jolt
full quarry
#

you would need to use the corresponding model from A3 data

#

or what are you doing exactly?

harsh jolt
#

i used the sample texture template re textured a helmet and im kinda lost on the pathings. do i use the a3 pathing and find the model or can i use a path like this "E:\Steam\steamapps\common\Arma 3 Samples\Addons\Test_Character_01\A3_headgear_example"

full quarry
#

A3 pathing

#

the samples are just reference models

#

and if you for some reason would want to pack them, you would need to put them in correct folder on P:

harsh jolt
#

so i can find the models in a3?

full quarry
#

yes

#

hidden selection config refers to original model

#

and then just uses config entries to replace its texture

harsh jolt
#

legend

harsh jolt
#

could i have someones help with something?

full quarry
#

just write down the problem and someone usually answers

harsh jolt
#

its not necisarilly a problem

#

i wanna make my own texture template for a CTRG uniform but dont know really where to start

full quarry
#

perhpas check you the template files that are available and try to mimick how they are built

#

if you have 0 knowledge of image editing that may take some effort to learn whatever program you end up choosing

harsh jolt
#

well the thing with the vanilla templates is that theyre really complex and sizeable i just want something simple

full quarry
#

well just got to wait incase someone has some ideas

harsh jolt
#

no problem

harsh jolt
#

if anyone is familiar with texture templates i could use some help currently

vernal sage
#

They more or less use the same UV with only minor exceptions like the collar and wrist.

#

If you want to replicate the grid pattern effect that the Stealth Uniforms have, you can just overlay the Red/Green channels of the normal (u_b_ctrg_soldier_f_nohq.paa). Needs a little bit of tweaking to get the same amount of detail properly though.

#

Oh, and if you grab a template online for the NATO uniforms, make sure you check if the template is from 2013 or post 2014.

#

The earlier ones from 2013 need to be "fixed" because they lack the insignia patch that was introduced in Bootcamp.

finite spire
#

stupid question but why can't i open a TGA file in texview 2?

frozen blade
#

you should be able to

finite spire
#

do I have to setup the P: drive properly first or I just open texview 2 from arma3tools and open the texture from there?

ancient parrot
#

is the texture 8 or 16 bit? (the file source, not what it is saved out as) also does it follow the power of two?

finite spire
#

it's 1024x1024 but idk how to check how many bits it has in paint.net

#

now I have saved it as 8bit png but it still can't open

ancient parrot
#

does the file contain color information? Is it RGB color and not greyscale?

finite spire
#

RGB i believe

full quarry
#

Where is it saved from?

#

Tgas from gimp need compression turned off on save or they will not work for example

harsh jolt
fringe lark
#

Not exactly sure where this should go so posting here: Finally got my first mod loaded into Arma3 but when I equip my headgear I get "Cannot load texture a3+mgr+\textures\redmaskwip_CO.paa." additionally no mesh pops up either, not sure if that happens if the texture is bugged. Is this a config issue? RVMat issue? Issue with just the texture? Everything looks fine in Object Builder. I get no errors when using pboProject if that matters at all.

full quarry
#

sounds like the texture is not packed into the pbo

#

or it the engine does not like your foldernames with the + in it

harsh jolt
#

i keep getting an error involving "b_soldier_f member already defined"

full quarry
#

you have 2 same name classes

harsh jolt
#

wdym

full quarry
#

class samename {};

class othername {};

class samename {}; <<-- BAD

harsh jolt
#

so what should i do

#

to fix it

full quarry
#

remove the other samename class or give it unique name

#

read up on config inheritance on the wiki

harsh jolt
#

which one do i change though

#

"class" or "generalamacro"

full quarry
#

those are not the same thing

harsh jolt
#

im confused

full quarry
#

Id suggest checking out the class inheritance wiki page

harsh jolt
#

im quite lost lol

#

so i change the classes to different Character models ingame

#

im lost on what to change still

#

could you tell me which one i change and what i should change it to

#

ive been trying to fix this for like 5 hours now

full quarry
#

whats B_soldier_f1

#

im in the middle of something so cant explain this

harsh jolt
#

me trying to make it unique

full quarry
#

you are breaking the class inheritnace when you change eveything unique

#

you make only our new class unique

#

there is also a character encoding guide on the wiki

#

try that

#

and yes it can take some time to figure out how configs work

harsh jolt
#

pian

#

pain

#

i am lost as hell lol

#

i havent been this confused in my weeks worth of learning

#

So i change class to a model thats ingame?

full quarry
#

I dont know what you mean by that

harsh jolt
full quarry
#

these should match

#

thats how inheritance works

grand warren
#
class PARENT;
class CHILD : PARENT
{  
    foo;
};```
harsh jolt
#

holy hell tank you i understand now

#

now my main issue is no uniform is loading lol

#

my character goes into his underwear

full quarry
#

your classes are not complete yet

#

or inheritance is not quite right

harsh jolt
#

couldnt tell you whats wrong

#

im just trying to retexture my uniforms

#

i have a woodland and desert camos

#

on the uniforms neithershow up but on the helmets it works fine, theres a woodland and desert camo as there should be

grand warren
full quarry
#

your files are in P drive now right?

#

and you pack with pboProject?

harsh jolt
#

yes

#

wait

#

what files should be in P drive

#

and pboproject hasnt worked for me so i still use pbomanager

full quarry
#

ah

#

thats your problem then

#

your folder structure is probably wrong

#

pboProject "does not work" if you have errors

#

which is why it should be used

#

as then you dont have to ask "why my stuff does not work"

#

it already tells you

#

you have errors

#

cant work if you have those

harsh jolt
#

pboproject isnt set up

#

for me

#

what files should i have from my P: drive?

#

i dont get the error when i load in now, but my uniforms still dont load at all

full quarry
#

but honestly

harsh jolt
#

even my custom texture files?

full quarry
#

do the tools setup right

#

this is you asking the channel stuff that pboProject tells you

full quarry
#

how else can they be loaded from the pbo if they are not in it

harsh jolt
#

ive just had them like this

#

in the PBO

#

under there own folder

#

so i put my custom files under where the textures are originally in my P drive?

full quarry
#

Id suppose worth trying out

#

or no

harsh jolt
#

ill give it a go

full quarry
#

no

#

set up the pboProject

#

it will tell you everything you need

harsh jolt
#

alright

#

i did it and got this

lethal condor
#

Show us the config

harsh jolt
#

whole thing?

lethal condor
#

That's better

harsh jolt
#

thats all of it

lethal condor
#

Roughly checked it. Follow what the error says and fix it

harsh jolt
#

the error is on the black screen or is it in a file somewhere

lethal condor
#

Former

harsh jolt
#

and that would be?

#

first time using pboproject

lethal condor
#

Remove the semicolon in the array in line 5

harsh jolt
#

done

#

try it again?

lethal condor
#

And crunch

full quarry
#

your config is not in p drive

#

you shuld be pakcing the whole thing from p drive

harsh jolt
#

where in P do i put it?

full quarry
#

P:\YourProject\yourStuff

harsh jolt
#

same error

full quarry
#

well you got to fix errors in the config too

harsh jolt
#

i did

lethal condor
#

If it returns an error you didn't

full quarry
#

or you fixed something else

#

pboProject does not lie

#

if it says there is error in there, there is errror

harsh jolt
#

removed the wrong semi colon i did a dumb

#

different error

full quarry
#

missing files means they dont exist in your p drive in that path

lethal condor
#

So you didn't set up the P properly

harsh jolt
#

or i need to change paths

full quarry
#

do you have A3 data unpacked on your p drive

harsh jolt
#

yeah?

full quarry
#

then perhaps there is a typo in the path

harsh jolt
#

i put P: in front of the folder right?

full quarry
#

anyway. PboProject tells you nearly all errors you can make

#

no

#

in the paths no

harsh jolt
#

so not this P:\Vortex Security Clothing?

full quarry
#

no

#

and dont have spaces in your folder names

#

use _

harsh jolt
#

idk if i am dumb or not

#

changed the pathing with _ instead of spaces, it seemed to have gottwn further but still didnt complete

full quarry
#

you did not change the paths in the rvmats

#

nothing changes automatically

harsh jolt
#

ohhhhhhh yeah thank you

#

this is like my last error

full quarry
#

do you have that file on your P:\A3 folder?

harsh jolt
#

i will double check

#

it worked after i re pathed it

#

thank you both a lot, im VERY new to all of this

full quarry
#

its alright. pboProject makes it easier

harsh jolt
#

ive just always used pbomanager

#

i didnt even know pboproject existed

#

the uniforms still dont load

full quarry
#

could be your uniform is locked to indep faction and does not work on blufor

harsh jolt
#

i have a blufor uniform

#

none of them work

#

independant or blufor

#

no idea waht this error is

full quarry
#

Class custom shirt lacks parameter simulation thta defines what type of thing it is. So likely it has bad inheritance parent class

#

Or no class at all

harsh jolt
#

has the same thing the previous 2 clothing scripts above it are using

harsh jolt
#

B_soldier_F01 then B_soldier_F

finite spire
#

is there a way to test a helmet retexture without writing configs for it, the same way you test vehicle textures?

full quarry
#

no

harsh jolt
#

@full quarry im out of the house so i cant fix my issue now but last night you said something about my tshirt class lacking inheritence

#

how would i fix that?

full quarry
#

adding proper inheritance probalby

#

sorry I just cant do the work for you

#

got my own stuff to do

harsh jolt
#

no worries the help is very appreciated

whole haven
#

Hello! Can someone help me understand why my RVMATS have this weird reflection on them in certain lighting? For this P3D, there is no shadow LOD, only 1 resolution LOD, I'm simply testing out textures. They are super shaders, and I'm using the titanium fresnel.

full quarry
#

probably way specular settings are wrong

#

and specular texture is wrong

harsh jolt
#

anyone know how id fix a .simulation error with my uniforms?

full quarry
#

you can add simulation = man; in there

#

but likely you will be missing many other parameters too

harsh jolt
#

that fixed the simulation but now when i try to use them it had a .accuracy errror

full quarry
#

like I said

#

it means your class newclass : parentclass is not correctly set up

harsh jolt
#

how though? im confused

full quarry
#

I know. but Im going to head to sleep. Did you read the wiki page about config inheritance yet? on how the parent class stuff works?

#

again you have named parent class something of your own

#

B_Soldier_F02

#

this does not exist

#

in the main vanilla config

#

so it lacks everything you want to be in it

harsh jolt
#

so i change class Custom_Uniform: B_soldier_F02

full quarry
#

no

#

B_Soldier_F02 is wrong

#

there is no such class in existence

#

so you can not iherit the required things from it

harsh jolt
#

B_soldier_F_01

full quarry
#

no

#

thats still your own invention

#

when you inherit

#

you use the original classnames

#

form vanilla config

harsh jolt
#

b_soldier_01

full quarry
#

so that you inherit the properties form that class

#

IDK

harsh jolt
#

thats in A3 on my P

#

that also didnt work, should i check a vanilla config and see how its setup?

full quarry
#

vanilla or the sample character yes should be the first stop to go to

#

or the character encoding guide on wiki

harsh jolt
#

could someine help me with this class inheritence stuff please?

#

im beyond lost

fringe lark
#

Once again not sure where to post this so putting it here. I made a mask in Arma3, with textures. Despite this, when equipped it is white, and slightly see through. I do not have any error pop ups when equipping it either. Lack of error has me pretty stumped, before I was getting "cannot load texture" but all I had to do was change the file path.
EDIT:
Just opened it in Object Builder, textures no longer show up even though before they did. Going to mess with it and see if that works.

fringe lark
harsh jolt
#

im having trouble with one of my uniforms it wont load any model but my other uniform loads fine, everything but this one unfirom works and i dont know why any ideas?

harsh jolt
#

fixed it

fringe lark
#

Not sure why but when I export my model to Object Builder the textures are not properly apply. I am building my model in blender by joining different parts of a uniform together so they make one model. I am making sure they all have the same UV map name, in Blender the textures look fine. In Object Builder the texture only applies to one part of the model, such as just the forearm, or one of the hands. Other than making sure they share the same UV map name is there anything else I need to do so the texture applies to the entire model?

tulip peak
#

When modifying helicopter textures, I can load all textures modified in a single player test mission, how ever even though I have retextured the rotor blades visually in the jpeg, they still show up as the only unedited item on the helicopter, is there another call that I need for this to recognize the texture file for the blades?

hollow horizon
#

Depends on the helicopter model. It might have the rotor blades as a proxy, since usually the "normal" blades are replaced by the blurred blades at a certain speed

tulip peak
#

I believe the proxy blades show as the edited texture when up speed but sitting still they are still the dull base color, it is the rhs uh1y

hollow horizon
#

Hmm, Reyhard or someone else from RHS would know, then. As I said, it depends on the model, some have them both integrated and just hide one or the others, some use proxies.

tulip peak
#

is there a call for a proxy like, object useojbecttexture (#, File); or similar that I just do not know about

hollow horizon
#

No, as a rule proxies cannot be easily retextured, only under certain circumstances, and that needs to be done via config. There is no method for scripting this.

tulip peak
#

gotcha

#

@foggy torrent any suggestion for this?

whole haven
leaden wraith
#

heyo, does anyone know what the pbos in the arma addons contain the rangemaster's paa/p3d and such?

foggy torrent
dense peak
hollow horizon
#

Is your base texture a PNG? Depending on the method the image was generated, the pixel data might or might not be pre-multiplied. Most of the time .tga files give better results

dense peak
#

I exported from substance painter as png then converted in arma tools as .paa

hollow horizon
#

Hmmm... TBH, I never exported transparency from Substance

dense peak
#

hmm maybe i use higher resolution instead ?? hahah

hollow horizon
#

I don't think that will help. It's probably the color channel not being premultiplied with the background. You might try to load the texture info a paint program and re-save it as TGA and try that

dense peak
#

I'll try that thank you

nocturne lake
# tulip peak When modifying helicopter textures, I can load all textures modified in a single...

Static rotor blades can't be in a retexture selection if the helicopter uses the game's native hideSelection method for switching between static and blurred rotors. The two sections overlap and conflict so rotor hiding stops working. It can be worked around by replacing the engine method of replacing the static rotors by using an animation instead. But it's not standard practice for helicopters - particularly those ported from Arma 2. And as others said, the blurred rotor texture is often a proxy so not usually retexturable

ancient parrot
harsh jolt
#

Anyone have a good way of compressing files?

full quarry
#

@harsh jolt what files?

harsh jolt
#

i wanna make my mod smaller but cant find a good way of compressing them if its possible.

full quarry
#

there is none

bronze gyro
#

use a lower resolution lol

fervent portal
#

Don't use 4k textures, use 2k

shadow gale
#

Anyone here do Texturing for units?

fervent portal
#

I've made a texture mod for my unit

shadow gale
#

is there any good helmets that are easy to texture not very experienced in it but want to get a start or something

fervent portal
#

Well, my unit is an OPTRE unit, so, those helmets are pretty simple, other than that, it's easier to just get stuck in

shadow gale
#

Yeah, i done OPTRE one but i got a modern unit going

shadow gale
#

Need one like CUP or some sort

#

US unit

dense peak
frozen blade
#

@dense peakhe means alpha sorting

dense peak
#

ohh i see, i havent learn that yet i'll watch some tutorials to understand further

#

thank you for your time and patience

bronze gyro
#

i think you must use _ca prefix also when converting if u have transparency

tulip peak
#

So if I make a texture for one of the rhs helicopters, how does it have to be packed so that it is recognized on a server or garage menu?

full quarry
#

your new config and new texture and your mod uses RHS as dependency

#

you do not pack anything from RHS

#

packed with proper addon maker like pboProject

#

or addon builder if you feel adventurous

olive pawn
#

Does smdi override specular settings?

full quarry
#

No. It modulates it

olive pawn
#

I see, so extreme shine is the fault of how I made the smdi?

full quarry
#

Very likely

olive pawn
#

Got it, thank you.

worldly shore
#

Good day. I'm trying to retexture some uniforms but TexView2 isn't opening. Could anyone please help me? It shows this error when I try to open it on the Arma 3 Tools thingy on steam.

Missing registry entry
HKEY_LOCAL_MACHINE/Software\BIStudio\TextureConvert.
Verify application is installed correctly.

Thank in advance!

bronze gyro
#

Reinstall tools?

worldly shore
full quarry
#

have you ever started the tools launcher?

#

as that is what writes the registry stuff on the first start

violet flax
#

I'm having some trouble importing my texture for the rangemaster belt

#

class KD_Rangemaster_belt: V_Rangemaster_belt { author="ADN, Aiden"; scope=2; displayName="[ADN] KD Rangemaster Belt"; picture="AidenUniforms\logo.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "AidenUniforms\clothing\gang\KD_belt_co.paa" }; };

#

This is what I put under CfgWeapons, but when I load up the game its just the rangemaster belt with the default / vanilla texture

umbral swallow
#

This is how I made my own re-skin of it, I think it's the Rangemaster belt at least, but I'm not inheriting the same base class straight:cpp class Vest_Camo_Base: ItemCore { class ItemInfo; }; class masa_belt_poliisi: Vest_Camo_Base { author="$STR_A3_Bohemia_Interactive"; _generalMacro="V_Rangemaster_belt"; scope=2; weaponPoolAvailable=1; allowedSlots[]={901}; displayName="Varustevyรถ (Musta)"; picture="\A3\Characters_F\data\ui\icon_V_Belt_CA.paa"; model="\A3\Characters_F\BLUFOR\equip_b_belt"; descriptionShort="$STR_A3_SP_NOARMOR"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\masa_fdf_vanilla\data\vests_POLIISI_CO.paa" }; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F\BLUFOR\equip_b_belt"; containerClass="Supply40"; mass=5; hiddenSelectionsTextures[]= { "\masa_fdf_vanilla\data\vests_POLIISI_CO.paa" }; }; };

violet flax
#

Ah, thanks. I'll give it a shot:)

umbral swallow
#

make sure you include that Vest_Camo_Base with the ItemInfo in it, was missing on the first iteration ๐Ÿ˜…

violet flax
#

It worked, thank you so much ๐Ÿ™‚

dense peak
#

how do i maximize my textures even if i hit low settings texture, like for example this rhs ambrams tank still has a good texture even whem low settings

#

i exported my texture from substance painter as tga 4096x4096 8 bit dilhetr then when opening it in bulldozer it automatically converts it to paa but when i get it in game and hit low text its much more of a lower quality than abrams from rhs or vanilla

#

any tips?

full quarry
#

I think you should not be so concerned about it. Nothing you c an really do about it. Texture mipmapping especially on 4k textures just means they turn very low quality

dense peak
#

ahh thats so sad ๐Ÿ˜ฆ but thank you bro

full quarry
#

Low settings are low quality, it's in the name. And 4k shows only on ultra. You could try 2k textures

dense peak
#

Copy that will try to make it to 2k textures, thank you

fervent portal
#

If I want to retexture the Modular Carrier GL Rig, where would I find those textures?

umbral swallow
#

You mean the Livonian Defence Forces one? I'd bet it's in characters_f_enoch.ebo, which you can't open for now. Arma 3 Samples in your Steam Library also contains some stuff from the Contact DLC, in .psd files.

fervent portal
#

Why can't we open the LDF ones?

full quarry
#

they are locked

umbral swallow
#

hmm, doesn't look like the Modular Carrier GL Rig is in Samples.

fervent portal
umbral swallow
#

to prevent people from just making all that DLC content into a mod to bypass the whole buying the DLC part. Well, that'd be the most extreme form of abusing it.

full quarry
#

Pretty much this. Why does it matter tho why it is. Cant do anything about it

#

in case the template is not released you can also draw the texture on your screen in game and take a screenshot

#

not the greatest way but pretty much only possibility if the file is in ebo and no template is available

lethal condor
#

You can see through it because are PBOs in Dev-Branch FYI

bronze gyro
full quarry
harsh inlet
#

hey anybody happen to have retexture templates for the gorka from contact?

umbral swallow
bronze gyro
full quarry
#

I think this line of questions can be directed to BI directly. No point speculating such decision here

tawdry moon
#

where can i get the pbo manager?

full quarry
#

its not correct tool for modding

tawdry moon
#

alright which tools am i suppose to use, sorry new to this and wanting to do texturing

umbral swallow
#

Addon Builder found in Arma 3 Tools in your Steam Library. You own them automatically if you own Arma 3. I use TexView 2 for conversion .paa and .png, since you want to do textures. Pal2Pac was weird and buggy for me. Also CfgConvert for converting Config.bin into Config.cpp, so you can edit it with Notepad++ or something, or rather copy from original configs. Notepad++ is GNU and free, highly recommended, not part of Arma Tools.

tawdry moon
#

sweet thank you

umbral swallow
#

I never binarize my own configs so I can catch the errors better if any.

full quarry
#

one can use Mikeros toolset so it can catch the errors before binarizing

whole haven
#

Hello! I have a question, so the F-117A's cockpit glass has multiple colors and can change and very, depending on which angle you look at it. Is that possible to recreate in ARMA with some multimaterial magic?

rare dove
#

hi, when trying to convert this basic _dt png file to paa, the black strokes turn white. Is there any way to leave them black, e.g. that the area is darkened instead of getting lighter? The source png is https://tetet.de/arma/arma3/texture_dt.png

rare dove
#

nevermind, even when the paa is black, it turns the area lighter in game. Needs a different approach

merry marten
#

Hello, I'm having trouble taking a png nor jpg image and putting it into Texview2 without the background being white. I tried png but gives me a error failed to load and jpg opens but has white background. I looked it up and the solution I found didn't help me in my case

bronze gyro
#

Try tga

merry marten
#

ok

merry marten
bronze gyro
#

Is it 2^x, 2^y resolution

merry marten
#

I don't know

frozen blade
#

find out

bronze gyro
#

Well find out lol

merry marten
#

Idk how. confused what you mean

bronze gyro
#

What is the resolution of the texture

merry marten
#

512x512

bronze gyro
#

Ok that checks out

#

Try using the imgtoPAA tool in a3tools

merry marten
#

says same as textview2

#

failed to load file

frozen blade
merry marten
#

I tried PNG and TGA

#

jpg was the only file that didn't say failed to load

frozen blade
#

both png and tga can have or not an alpha channel

#

what is the depth per channel of png/tga?

#

and how many channel are you exporting these as

#

and from what software

merry marten
#

let me check something

#

Figured it out

#

basically when I create a new blank image my settings are messed up or something and it breaks textview

#

I opened another file that works and copied it into it and saved and it worked fine

#

something with my settings when creating a new image

frozen blade
#

figure out what โ€œsettingsโ€

#

anyways

merry marten
#

I messed with the settings along time ago and it has been off since pretty sure I'm using the wrong my color

#

I'm using an almost clone of photoshop so things will be off but theses are my settings for new documents

frozen blade
#

what does RGB/16 means? 16bit per channel is not supported by texview

#

does this PS clone has a product name?

golden peak
#

Does anybody know a good tutorial on how to make a DT texture?

#

Running into a few issues

full quarry
#

there are not really tutorials for it

#

what kind of issues you have?

#

and in what shader?

#

and have you looked what existing DT textures are like as reference?

golden peak
#

@full quarry yes i m using a few as reference. My problem is that every time i try to make one my dark spots are white and ny white are dark.

frozen blade
#

please pin^^

lethal condor
#

As you wishh

frozen blade
celest obsidian
#

oh I have to check if the metalrough preset is up to date (I had voluntarily inverted some channels to exaggerate the shiny aspect of the SMDI)

compact galleon
harsh jolt
#

Does anyone know how id change my color format? my patches show up in wrong colors.

full quarry
#

quite possible you have wrong resolution

#

that messes up colors

untold lintel
#

Not sure if this is the right place to ask; what size is my "picture" supposed to be for Arsenal/Inventory images of the item?

#

Think I got it with 512x256

full quarry
#

check vanilla files for reference

clear quartz
#

Hi there. I am attempting to make an RVMAT however I can't find out what different stages do

hollow horizon
#

That's actually not specific for rvmats but rather for the shader used. Which, if in doubt, will be super shader

velvet horizon
#

Anybody Who Has Time To Teach Me To Retexture Something, My Teacher Requires A Lot Of Patience

rare cedar
#

Hello, when I create my AS, it shrinks the texture, any idea?

lethal condor
#

Resolution?

rare cedar
#

2048x2048

lethal condor
#

How did you convert?

rare cedar
#

I put the _as at the end and then I use "ImagetoPAA"

lethal condor
#

Can you show the original texture before the convert just in case?

rare cedar
#

after

lethal condor
#

Hmm never seen such shrink

rare cedar
lethal condor
#

Did you tried to convert manually via TexView?

rare cedar
#

no i will try

#

It doesn't change anything, still the same problem.

hollow horizon
#

tga or png?

rare cedar
#

png

hollow horizon
#

Try saving as TGA, maybe there is some weird transparency in it

rare cedar
#

it works, I have to put it in PNG => TGA and then put the _AS to finally put it in PAA

full quarry
#

What did you use to convert it? Where is it saved from

#

Suffix needs to be put in the source file yes

spring crescent
#

im making some patches and they show up with white texture around where the alpha stuff is, how do i remove this?

hollow horizon
#

If you use PNG, switch to TGA

spring crescent
#

ah ok

#

is there a program in Arma Tools that converts png to tga?

full quarry
#

and make sure your alpha channel is clean

#

and preferably dont have white background color under the alpha

spring crescent
#

how do i see if my alpha channel is clean?

whole haven
#

Anyone have any ideas on how to make multicolor glass that changes color in certain lighting / angles? I don't believe it's possible but I could be wrong, just want to double check ๐Ÿ™‚

ancient parrot
#

You kind of can.

add some tint to the glasses color map, then in the rvmat change the specular to a color, change the diffuse to a color, and change the ambient to a different color. It probably won't have the exact effect you're looking for but it will change colors.

#

Oh! and you can also try a custom environment map

zenith mulch
lethal condor
#

How's your texture?

zenith mulch
#

UV/ Diffuse

#

no white anywhere

lethal condor
#

Can you show the UV lines on the diffuse?

zenith mulch
#

Here you go

#

if you need / want the blend file I'll give it

lethal condor
#

Hmm UV seems really fine. What is the rvmat?

zenith mulch
#
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={.16,.16,.16,0};
specularPower=100;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="x\fuel\fuel_bottle_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage3
{
    texture="#(argb,8,8,3)color(0.0,0.0,0.0,0.0,MC)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage4
{
    texture="x\fuel\fuel_bottle_as.paa";
    uvSource="tex1";
};
class Stage5
{
    texture="x\fuel\fuel_bottle_smdi.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(1.3,7)";
    uvSource="none";
};
class Stage7
{
    texture="x\fuel\fuel_bottle_co.paa";
    useWorldEnvMap="true";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

#

oops

#

that's a little big

#

Figured it out, forgot to transfer the files to the right dir

full quarry
#

That would indeed do it. ๐Ÿ˜…

spring crescent
#

do i need to convert my .png to .tga and then convert it to a .paa?

frozen blade
#

.paa converts just fine from both .png and .tga if files are setup correctly

spring crescent
#

yea im having the issue where some insignia show a white border in mp

#

first i found that i should rename the .paa files from ..._co.paa to ..._ca.paa but im not sure if that works if my OG files are png

frozen blade
#

what's the bit depth?

spring crescent
#

8bits/channel

full quarry
#

Make sure the color under the transparency is not white

spring crescent
#

its see through

full quarry
#

Yes but in some situations it will still bleed through

#

Not on the transparent part but at the edge of the visible part

#

Like what you got going

spring crescent
#

i dont believe i have anything white in the insignia

#

the layer style uses white as highlights but thats set on 25% opacity

full quarry
#

If you open the. Paa in texview it can show what it has saved as colors. Even under transparency.

What gets Saved under transparency depends on your save to png/tga settings.

spring crescent
#

the .paa doesnt show any white borders when i look at it

full quarry
#

I know, it wouldn't. That's not what I meant.

#

When you move mouse around texview window it shows pixel info at the left bottom

spring crescent
#

oh yea i think i see what you mean

#

there are sudden white pixels when i mouse around the outside yea

#

but nothing really around the border

nocturne lake
#

Set texView to RGB mode instead of RGBA, it'll show you the background colour

#

When creating any texture with transparency, you need to pad the colours of your texture for a few pixels outside of what you want the final image to look like, and make a proper alpha mask for the transparency instead of just relying on transparent background

vague wharf
#

who do i talk to to get permission to reteture rhs and/or usp assets?

frozen blade
vague wharf
#

Yea, i read through that but for my own safety i still try to get written consent, you know how people can be

round ermine
#

literally everything but 3 models are fair game regarding RHS

#

retexture wise

#

i believe there is also a readme txt file that tells you which ones you cant retexture iirc

#

@vague wharf

vague wharf
#

Yea, i got with him

modern vapor
#

I'm struggling with creating textures for Art of War canvas objects (eg Canvas_01_F , Canvas_01_Landscape_F etc). Square textures get warped. Textures with transparent borders get less warped, but sometimes their colors are inverted. And each canvas works with different sized textures. This tutorial illustrates what's probably going wrong:
https://community.bistudio.com/wiki/Retexturing_with_setObjectTexture
The Art of War addon is still in .ebo, so I cannot access the default textures.

Does anyone have, or know an example of working samples of textures for these objects?

uncut sentinel
#

Im trying to make a texture for the AmmoBox_F
Is there a UV Map I can follow, getting the squares at the top to be accurate is slow

full quarry
#

Uv maps are not available, you can likely find the original texture in the game files to be used as reference

uncut sentinel
full quarry
#

Then it's trial and error I'm afraid

uncut sentinel
#

Maybe I can see the spec map and get it from there

queen shard
#

How can I make textures? Trying to make an aircraft just straight up olive dab green

full quarry
#

if you mean retexturing, you would have to open up the original texture and draw over it/edit it to make it look like what you want

#

also you would need config for the new texture

compact galleon
#

Anyone know what could cause my outfit to be all black in game instead of my camo pattern ?

#

looked at the RVMAT, doesn't look out of the ordinary to me

compact galleon
#

bump

full quarry
#

no need to bump. people see it already and will answer if they got some ideas

#

my guess is that you got bad pathing somewhere

dense peak
#

Hello, sorry i have to ask it again, but is there a way how to make my tank texture in high quality even though when i set my texture quality low in settings in game? i've been observing vanilla have that ability mbt_01 for example texture looks pretty good even though in low settings in game.

here are some of the possibilities i think i have a problem with but i dont know the which is the problem:
I only used 0 custom LOD instead of 5 or 10?
I should bake my highpoly with my low poly in substance painter?
i should export it as 4k/8bit tga instead of 4k/8bit png?
My rvmat is wrong?

PS Im willing to upload my work so you guys can check what is the problem, im using substance painter

dense peak
#

How do i open my .pbo files?

grand warren
#

you use your original unbinarized / unpacked source data
@dense peak

dense peak
#

im stupid mate ya gonna have to dumb it down lol

grand warren
#

if it's your PBO, you at some point had source data where you created the PBO file from

dense peak
#

no i want to retexture the regular black beret

#

so idk what to do

#

this is my first time

grand warren
#

a baret from the vanilla game?

dense peak
#

yeah

#

like the normal black one with nowt on it

#

nowt means nothing if ur not a geordie from the UK

grand warren
#

oh, you're bri'ish, innit?

#

just kidding ๐Ÿ˜„

#

gimme a sec

dense peak
#

Thanks

grand warren
#

so, if you gonna dive into modding, do it properly.
first, install the arma 3 tools, launch them once and open addon builder once. you then never start the tools via steam anymore, only directly from the installation folder if needed.
next, you prepare the notorious "P Drive" and install mikero's tools also listed here.
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
once the P drive is up and running, execute arma3p.bat. this will extract all available all arma 3 game data to your new p drive

dense peak
#

thank you mate

grand warren
vernal sage
#

You can grab the texture for the regular beret (with no flash) in the following directory:
a3\characters_f\common\data
headgear_beret01_co.paa is the default black texture.

#

For the NATO/CSAT beret with a flash on the front, it's stored in a3\characters_f_epb\blufor\data with the base texture being headgear_beret02_co.paa

zenith estuary
#

Hey, so I need for the contact dlc the nohq for the vests and the helmets. did anyone have this stuff?

lethal condor
zenith estuary
#

txh but I cant find it @lethal condor

#

its still ebo

lethal condor
#

Wait till 2.08 or download Dev-Branch

modern vapor
zenith estuary
lethal condor
#

contact is EBO yet, enoch is PBO

zenith estuary
queen shard
#

Would yโ€™all say retexturing is hard?

grand warren
#

it depends on yor 2D skills and knowledge of the software you are using

full quarry
#

in the beginning, yes.

#

there is lot of stuff to learn not only the painting part

dim shoal
#

Is there a source of detailed overlays for vanilla vehicles (Hemmit in particular) or will I just have to unpack the PBOs and work them backwards

full quarry
#

no detailed sources.

#

what do you mean by overlay exactly?

round ermine
#

he means templates, probably

dim shoal
#

One with all of the detail but the colour is removed from the majority of the model. It just that if I go using colour to alpha I'll lose any of the coloured details

umbral swallow
#

I've used GIMP's color to alpha and not lost any detail. Just gotta switch the layers to Legacy mode. It's by far the best method if you have a single-color texture available.

whole tree
#

Hey guys, how can I retexture the parade uniforms when the uniforms themselves are in an ebo? I got the template from the Arma 3 Samples

#

Just having issues finding the path is all

nocturne prairie
#

anyone knows why in the shadow my normalmap is gone? rvmat with "Multimaterial". In the light is all fine

full quarry
#

because there is no light to shade it

#

thats how light works ๐Ÿ˜…

nocturne prairie
#

is the normal only in light visible? ๐Ÿ˜Ÿ

nocturne lake
#

Yes. That's why people add lighting to the diffuse texture

nocturne prairie
#

Lightning to the diffuse? What you mean? Maybe you add highlights on the position from normal in the diff map?

#

Or this? Diffuse[]={0.9,0.9,0.9,1}; but this is working?

full quarry
#

he means people add little bit of shading/shadows in the color texture

nocturne lake
#

using the ambient occlusion bake with 50% opacity and multiply blend, and doing a curvature map bake with overlay blend to add some edge highlights usually does the trick

#

I'd also recommend applying the ambient occlusion over your specular map (smdi green channel) if you want more definition

nocturne prairie
#

thx. i try it

west steppe
#

I need help, im trying to retexture the paas in a pbo but when i try to use make pbo it says the paas are missing

full quarry
#

you dont retexture paas in pbo

#

you create a new pbo with the new paas int it

#

you dont mess with other peopels pbos

#

@west steppe

west steppe
#

What i mean is im trying to use my own textures on the model but its not working

#

i got past that bit but not i cant use pbo project because it is failing with texheaders.bin

#

creating a texheaders.bin

debug trap (you shouldn't see this)
data\Navy_Heli_Transport_02_F_body.paa:debug trap (you shouldn't see this)

debug trap (you shouldn't see this)
detex: debug trap (you shouldn't see this)

texheaders.bin failed
</MakePbo>
makepbo failed: texheaders.bin failed
ArmaReTex_Merlin.pbo not produced due to error(s)
Job(s) completed in 0secs on Sun Mar 6 14:04:39 2022

full quarry
#

yes you are not doing this right

west steppe
#

How should i do it? I have the file unpacked and im trying repack and put the addon into my own file

full quarry
#

you do not repack someone elses pbo with your stuff in it

west steppe
#

why?

full quarry
#

because that breaks shit blobcatsweats

#

also its ip theft

#

its just not the way to do retexturing

west steppe
#

Its not ip theft its for my own enjoyment

full quarry
#

ok you figure it out then mate

west steppe
#

dropkick

patent patrol
#

Anyone know if there is any meaningful performance difference between supershader and multimat?

cobalt tide
#

Hey, quick question on the U_B_survival_uniform can you texture the t shirt and the bottoms or just the bottoms?

frozen blade
#

especially when numbers add up

patent patrol
#

Yeah. I know keep section count low when we can. But was just wondering if there is any real difference between those two shader types perf wise.

full quarry
#

should be just in the sense of sections like pufu said, 1 multimat can show 4 different surface types with less sections than what 4 supershaders could

#

trade is the possiblity to have very different shinyness etc on the surfaces

finite pawn
#

Hey, so

#

Tryna find the texture map of the AAF tank the kuma/leopard

#

How in gods name do i find it

full quarry
#

when you set up modding environment (P:) drive correctly you would get the arma 3 data unpacked on your drive and you would be able to browse the files and find that particular texture set

#

or there might be ready template for it in the Arma 3 Samples on steam

#

or on the BI forums mayhaps

vernal sage
#

You'll want to add a custom path for camo3 to modify the shirt's texture.

vernal sage
#

To modify the colour of the thermal dampening nets, you'll have to take a look inside armor_f.pbo. The data folder has multiple textures prefixed as "camonet_" which you can use as an example to work off on.

flint pivot
#

Okay, I know this is a VERY broad question, and it could be many things, but what parameters in an RVMAT could cause my dark tan texture to come out looking almost bright pink? I've adjusted several parameters with no change.

Also, buldozer is showing it as being just fine, it's only once binarized and in game that this happens.

full quarry
#

possibly you dont have correct resolution on the texture or correct texture suffixes in use or the rvmat is somehow else buggy

#

buldozer default lighting differs from the in game lighting so that can be a factor too

#

lighting is infact defined for each terrain so its not same everywhere

full quarry
#

try.

#

what character are you trying to use?

#

b_soldier_survival_F so this character

#

uniform item is just the item in inventory or on ground

#

the unit is the character you see when the uniform is worn

cobalt tide
#

ive tried uniformContainer player and doesnt work either

#

im using that script command

full quarry
#

and as far as I can see it does not have more more than camo hiddenselection

#

player/unit/vehicle/object is the correct target when you try to use setTexture commands

#

but as far as I can tell that uniform has only 1 camo selection

cobalt tide
#

yeah, im just trying to texture the survival fats and it doesnt want to allow me to put the layer on the top part

full quarry
#

you cant as far as I can tell

#

the character is not configured for that

cobalt tide
#

ah yeah i kinda figured that i was just wondering if there was any other way without mods, but thank you for your help

full quarry
#

nope

#

in theory it might be possible to enable those other hiddenselections via modded character

flint pivot
#

Only just realized I can't post pictures here...uhh...give me a minute

full quarry
#

yeh just upload them somewhere and paste link here

flint pivot
#

Sorry about that

full quarry
#

well you do have red tint in the color. but also I think your rvmat does not quite work right

#

perhaps missing or bad normalmap texture

#

and no AS texture

#

and possibly wrong overall rvmat settings

#

or no rvmat at all

flint pivot
#

I made an RVMAT using JDtools RVMAT tool, and the normalmap is applying I know because it includes a logo on the side of the gun.

#

I don't have an AS texture

full quarry
#

I can only recommend manual rvmat writing myself. have not ever tried external tools for that

#

your normalmap might not be fitting for arma and you will need AS texture

#

have you named the textures correctly before conversion to .paa

#

as in with _CO _NOHQ suffixes

flint pivot
#

Yup, I followed the guide

#

Oh, one thing I did do oddly that might be it, I applied my base color as the primary texture in object builder instead of including it in the RVMAT as a _CO, I just realized that.

full quarry
#

no that is the correct way to do it

#

normally color textures are not defined in rvmat

#

is your rvmat set up as supershader type?

flint pivot
#

Not sure, this is my first time doing an RVMAT, how would I check?

full quarry
#

open it in text editor

#

there are also blank examples in the P:\A3\Data_F\ folder if you got P drive set up

flint pivot
#

I've got it open in my text editor, and I've been tweaking it before seeking help (which made no difference) but I'm asking what would I look for that would indicate whether it is a supershader

full quarry
#

this part dictates the used shader types

flint pivot
#

Then yes, it would appear that the RVMAT tools set it to those

full quarry
#

could be because you dont have full set of required textures that it looks odd.

#

also Arma lighting does require somewhat darkened textures for them to look right

#

where did you make the textures in?

#

and how is the normalmap made?

#

and what does it look like

flint pivot
#

I've been working with a modeler on CGtrader, I believe he used substance painter. I'm not sure how the normals were made, but I can show you

full quarry
#

ah that is always a bit tricky business if you are not the one in control of the process

flint pivot
#

True, but he's made a lot of stuff for ArmA 3 specifically before, so I'd bet more-so that it's something on my end

full quarry
#

Arma normalmaps need to be done in -Y format so that their directions are right. so that may need tweaking.

#

Id say take the default supershader from the A3\data_f\

#

make a copy of it and apply your textures to correct stages

#

and try that

#

you can easily identify what stage uses what texture from the texture = "" line

flint pivot
#

Gotcha

#

I'm still pretty sure that the normalmaps direction is correct, as it's lining up right on the model in-game, but I'll try using the default RVMAT code

full quarry
#

its not about lining up

#

its about color channels being correct in the image

#

if your guy knows his stuff, then it could be right

flint pivot
#

Oh, I misunderstood what you meant by directions

#

Right, well I'll try the default supershader and see how that goes, thanks for the help as always

flint pivot
#

Well, curiously I'm now getting the exact opposite problem, wherein it is pitch-black

full quarry
#

if it goes black there is wrong paths and it cant find texture

flint pivot
#

Fixed it, it was exactly that, but now it's just back to the bright texture as before. Is there a parameter on the RVMAT that will just darken it generally?

full quarry
#

no thats not good idea as that might cause it to work poorly in different lighting conditions

#

Its better to be done on texture level

#

you can compare your texture files to the arma textures and see if there is a lot of difference in saturation and lightness

flint pivot
#

Appreciated, I'll see if just modifying the original base color texture works

full quarry
#

do also note that to get good looking textures in Arma some shading is often baked into the textures themselves

flint pivot
#

I darkened the base color textures, it's looking a lot better now

#

You are also now in the "special thanks" section for my mod, because you have helped me so many freaking times

full quarry
flint pivot
#

I've now applied this knowledge to all of the guns in my mod, (bar one).

Two however are having a very odd "static" effect showing up on half of their body. It's only appearing on ONE section, but it's consistent.

https://imgur.com/a/hvp3dfT

true peak
#

Hey guys im making a terrain and a frind got a problem that after i edited some thing that he needs to purchase the map to open it in the editor like an DLC Map

#

dose someone know what could cause this

#

the same thing applies on the standard maps like altis, stratis and so on

#

he needs to buy them too now xD

frozen blade
true peak
#

@frozen blade i think we found the issue

#

it had to do with the client now everything works

#

but thank you for the help โค๏ธ

full quarry
#

0 days since bad lifemap sources been mentioned

shrewd shard
#

Hey i was wondering what could cause my textures to go way too bright?

#

dependant on the map it will either go extremely bright upclose and for example on tanoa when i go far it also goes really bright

#

the sun has a crazy amount of effect on the texture

#

i can upload pictures if it helps but basically where ever the sun shines it goes bright as hell

full quarry
#

bad rvmat settings, wrong kind of textures, wrong method in texture making

#

no proper bleeds in textures -> white/light background mipmaps the texture poorly

#

lot of options

#

possibly all affect it

flint pivot
#

I don't know nearly as much as Goat, but in my recent experience with a similar issue I messed with the specularpower parameter on the RVMAT and it mitigated it, usually lower worked better depending on the texture.

full quarry
#

specular values can indeed blow out very easily over the maximum the shader draws so to speak

shrewd shard
#

Alright thank you ill mess around with it tomorrow and see if i can fix it

#

Additionally is it possible to liveload rvmats in devbranch?

full quarry
#

yes

shrewd shard
#

๐Ÿ˜ณholy mother of god that will make my life so much easier๐Ÿ˜ฉ

#

Thank you

slender bramble
full quarry
#

emm

#

what are we looking at here?

slender bramble
#

Yeah, the texture resolution's shit. I have to run the game at very low texture settings due to memory issues. But it's two overlapping 'hair cards', and the key thing to note is the 'borders' around the one in front where only beyond them can you see the one behind it, and that is visible at any setting

full quarry
#

perhaps wrong shader type or bad alpha channel

#

or duplicate faces

#

or not alpha sorting of the faces

slender bramble
#

No, it's sorting correctly, otherwise the face in the back would be drawn on top of the one in front. The issue is the transparent faces are writing to the depth buffer

full quarry
#

what shader does their rvmat have?

#

and what is it

#

can you take a better picture

#

and perhaps a picture of what you would expect it to look like

#

and is this a retexture?

slender bramble
#

Nvm I think I found what I was looking for; renderFlags[]

#

Putting AlphaTest128 into it does exactly what it sounds like it would, discard fragments with alpha below 128 and draw fragments with alpha above 128 with no blending

flint pivot
#

Hold the phone...you can LIVELOAD? Is it just RVMATs? How do you even do that? Just have devbranch loaded instead of the main branch?

lethal condor
#

Dev-Branch has a Diag exe, which can do that

full quarry
#

Diag exe and filepatching

flint pivot
#

This changes everything

full quarry
#

It is quite useful yes

snow bay
#

Hey there. I've just started messing around with substance painter, and I can't get the export presets to appear in the "Export Textures" menu, I put them in Documents\Substance 3D Painter\shelf\export-presets

celest obsidian
#

The presets should appear in "output template" when you try to export your textures.

snow bay
#

Yeah I did

#

I ended up using the import option under the File menu.

celest obsidian
#

oh, I didn't even know that export presets could be imported from this menu ๐Ÿ˜ญ

#

I just updated the README on Github to add this import method. Thanks for the tip!

wheat hatch
#

Should i make textures before grouping my vehicle and making vertex groups

full quarry
#

it can be useful as you might find errors you need to fix

wheat hatch
#

So making vertex groups before

full quarry
#

both ways work pretty much the same

#

making textures first might save a bit of time if you need to alter mesh and then remake vertex groups

onyx dune
#

So I want to start and maybe make some textures, but I don't know where can I find them, I mean folder etd.

#

Someone can help?

cunning flare
#

super simple getting started right away setup:
\Steam\steamapps\common\Arma 3\Addons\characters_f to find textures
create a mission
pop a .png in there
use player setObjectTexture [0, "whatever.png"]; and apply texture

onyx dune
#

Ah okay

#

Thank you!

cunning flare
#

You need some kind of software to unpack the .pbo files, id reccomend getting the entire Mikeros tool suite

#

and download arma 3 tools from steam if you havent already

onyx dune
cunning flare
#

Some of them use several textures. The 0 in [0, "whatever.png"]; is what is referred to as a hiddenSelection texture, 0 being the current selection. So if your vehicle uses several textures like for example a tank that has one texture for the main body and one for the turret you will have to apply them separately. Some vehicles only use one texture though so you dont have to worry about that with every single one

#

If you want to experiment with texturing helmets and vests you will have to learn how to set up an addon.

cunning flare
dense peak
#

Is there a contact Gorka template available?

pulsar gazelle
#

hey so anyones got an easy way to find the selection for when im doing setObjectTexture? its the number in [0, "whatever.jpg"]

#

also second, if i were to retexture rhs, where would i go about finding the base texture to retexture in the first place?

mystic cypress
#

Is there a step by step guide on setting up live loading rvmats?

lethal condor
#

Live loading, as in reload once when you edit it?

#

If so, just use Diag exe. You just need a Dev-Branch and a special exe

full quarry
#

You need just the diag exe. It works with stable install too.

But I don't think there is any steb by step guides on that

frigid escarp
#

you also need to load unbinarized p3d, dont you?

full quarry
#

Mm yes I think so.

mystic cypress
#

Many thanks, iโ€™ll have to give it a go today

Does any material work need to use the unbinned model to update?

I repacked it just replacing the rvmat files and it didnโ€™t seem to update? But using setObjectMaterial and local files did

full quarry
#

I dont think you can use filepacthing with retexturing

#

it applies only for models you make

#

and have the non binarized p3d for

#

retexturing uses different workflow from "from scratch" work

mystic cypress
#

Yeah I figured the materials were probably baked in

Is it best to symlink from P:/ into armaroot to work with diag64?

unique merlin
#

Do you have tipps for sources of good textures for free or very cheap?

full quarry
#

Textures of what?

#

Textures. Com offers low resolution downloads for free tokens and I Don think their prices are bad for paid stuff either.

#

But it depends a lot on what kind of surfaces are you looking for

balmy kestrel
#

I'm having trouble converting my PNG to PAA
I successfully converted three other images perfectly, but the last one shows up as a transparent silhouette in-game
It's a mostly purple logo, it looks fine in TexView and is 512x512p

umbral swallow
#

Are you absolutely sure it's 512x512?

#

not 513x512?

#

What's the texture and the object you're applying it on?

balmy kestrel
#

TexView says it's 512x512, I also edited it before to be so

#

I'm trying to apply it on the big billboard or the 1x1m user texture

#

in ACE Interactions menu, via the tagging framework, the icon and tag are also transparent

#

I'll post the image soon

umbral swallow
#

most of these channels don't allow us mortals to post images, but you can PM me?

hollow horizon
#

@balmy kestrelMaybe your PNG is 16 bits per channel?

foggy solstice
#

Can I request textures here?

#

For roleplay reasons I'm looking for a bean texture

hollow horizon
umbral swallow
#

Textures are simple enough that anyone could do it. All you need is TexView 2 included in Arma 3 Tools for conversion, and any graphics program.

#

...assuming we're talking about re-skinning existing textures/objects here.

foggy solstice
umbral swallow
#

๐Ÿ˜‚

#

i was going to ask what in the hell you meant by that

foggy solstice
#

It's a cool mod. It turns trees into the peppermint sticks and houses into bread. You shoot the frosting squeezers as guns

umbral swallow
#

But yeah, you can use anything like PhotoShop or GIMP to draw/edit .png files and then convert to/from .paa with TexView 2 (it can do it both ways). Photoshop is the most popular, but I like GIMP cos its FREE and excellent for re-skins. If you set a layer to Legacy - mode and then use Color To Alpha, the results are 1:1. Order doesn't matter, you can set layer mode before or after.

dry rapids
#

Ahoy, is there any way to amplify the MC in a multimaterial? The MC texture looks fine in blender but when ingame or in buldozer its one third the intensity. You can barely see it. Is there a setting in the rvmat for this?

full quarry
#

No, need to edit the alpha or color intensity of the MC texture

dry rapids
#

Alright, thanks horgo

hardy heath
#

Been trying to retexture the RHS UH-1Y for a couple of hours

#

From what I realize, I have an exterior texture file and an interior texture file. When I modify the interior texture file, the blades won't change color (these are on the interior .paa file) Any reason for this? Are the blades' texture somewhere else? Also, how would I go along making retextures of all of the variants (armed/unarmed/mg only)

#

Sorry if my question is too long, I've been at this for hours now with little to no progress

umbral swallow
#

@hardy heath I've made re-skins of those UH-1Ys and AH-1Zs! Can't answer the question about those rotor blades cos I was just happy they stayed the same.

I just re-skinned the textures and made simple basic configs for different factions. I did re-paint some of the interior areas too, to match.

hardy heath
#

About those interior areas...

#

I made a whole recolor of them. From the chairs to the metal in itself. I think ALL of it was on that int .paa file

#

However, after my recolor, ONLY the chairs seem to have said recolor applied

#

Everything else is the same.

#

What files did you modify in order for them to work? Also anyone else who has made retexturing of these UH-1Ys if you have any input on this please let me know

hardy heath
#

@frozen blade ...sorry for the ping I've been cracking my head with this for many hours now and I'm done, what do you know about this?

full quarry
#

Changing stuff in the paa might not help if all parts of the model are set up with hiddenselections

#

Them being the thing that enables config retexturing

frozen blade
hardy heath
#

Yeah... so I figured already :(

frozen blade
hardy heath
#

thank you!!!

frozen blade
hardy heath
#

It won't let me change the category...

#

Should I try to delete it and make it again?

frozen blade
#

no, edited that for you

hardy heath
#

Thank you, sorry for the error

nocturne lake
#

Rotor blades don't work if they use hiddenSelectionsTextures, unless the model is changed to use workarounds instead of the game's default rotor behaviour

nocturne lake
#

You can't

#

Unless you're porting the Arma 2 helicopter model yourself

dense peak
#

hey can anyone help me make some textures for a plane?
i just wanna add a few ingame skins and post it on the workshop for me and my friends to use

#

i know how to do texture editting, but im unfamiliar with arma 3's modding

livid knot
#

Would people here be able to help me out with hidden selections/rvmats and stuff? I made a vest and I want to add a patch to it, but I dont want to have to go back and edit the heightmap and stuff. Is there a way for me to apply more than 1 hidden selection to a mesh, and have both use seperate rvmats? Or in this case one of them doesnt use an rvmat

full quarry
idle peak
#

Hi Community, does anyone know if there has been any change since the last update on how to create PAAs or PBOs. I'm using TexView2 and PBO Manager, but the packaging doesn't seem to be correct anymore, it gives me errors. Maybe I make mistakes, but I don't think so. Thank you in advance ๐Ÿ˜‰๐Ÿ‘

umbral swallow
#

PBO manager hasn't been a viable PBO packager for years. You need to use Addon Builder, or you'll start getting shit like server kicking off anyone trying to join.

#

TexView 2 is still they way to go tho. And PBO manager can still be used to unpack PBOs, too!

idle peak
umbral swallow
#

Also, I don't like to binarise my configs, there's no relevant gain in performance/load times and I like getting better error feedback when trying to launch instead of packaging failure with the errors buried somewhere deep.

But yeah, if you still keep getting errors after switching to Addon Builder, check your configs.

livid knot
#

@full quarry Hmm, I see what they did in the samples, using a separate piece of geometry to apply the patch to... I was hoping to avoid this since ive done this in the past to poor results clipping etc. I was attempting to just apply the texture in a 2d format to the mesh

full quarry
livid knot
soft oracle
#

Hey guys, i've been doing some research to make my first multimaterial rvmat and i'm puzzled about one thing in particular which is making the mc texture, what is the best way to make one? So far i've made the mask, currently working on the dtsmdi, i know i could use a procedural mc but i really wanted to learn how to properly make one.

full quarry
#

I paint may MC textures manually

#

depends what kind of look you want but I've found manual paint to be most reliable way to make it interesting

#

you can generate all kinds of crunge if you like but its not as simple as it sounds either

livid knot
#

HorribleGoat ive taken your advice and made a mesh for my patch, it works fine, but the texture appears black in game... Ive tried it with other textures and they work fine. The unwrap of the mesh is correct and the normals are good as well. The texture shows up correctly in texview as well, so it appears to be working in a .paa format. Hidden selections nor applying it in OB make it work.... Anyone have any ideas?

full quarry
#

you got some broken rvmat on it perhaps

#

or your path to the paa in the pbo is not right

livid knot
full quarry
#

did you apply the texture on the p3d?

livid knot
#

I tried that, came out black as well

full quarry
#

textures need always be assigned to the model

#

hidden selections are only for making alternative variants

livid knot
#

Hmm, other parts of the model are only using hiddenselections for textures

full quarry
#

things like surface transparency are saved into the p3d faces on binarization

#

how are you packing your pbo?

livid knot
#

Arma default tools

celest obsidian
#

I will soon share a multimat project for beginners on github. There will be a P3D, a RVMAT, a Blender project, 2 smart materials and an export preset for substance painter. Can't tell when but soon.

soft oracle
soft oracle
full quarry
livid knot
livid knot
#

Hmm rvmat didnt fix it

full quarry
#

maybe you dont save the texture with proper suffix

#

_CA for transparent things

#

or you overtwrite it in hidden selections

livid knot
#

hmm I didnt have a suffix on it, right now the mesh is being overwritten by whats in hidden selections, which is correct. Trying with a _co suffix rn

#

The suffix did nothing... ill try _ca I guess

#

nope, _ca does nothing either

full quarry
#

Im worried you dont have this kind of basic stuff in order. I have no more ideas atm.

livid knot
#

I think you're right, something seems wrong with the actual texture or somethin. Thanks again for all your suggestions!

#

When I load it in game it flashes briefly at the start the correct texture, then just pops to black lol

full quarry
#

that sounds like you are overwriting it with hiddenselection

carmine marsh
#

Why do some old .paa files get a LOT smaller when I open them in texview 2 and save them again? Am I changing the format when doing this or what is going on? Like from 2.7mb to 40kb

full quarry
#

perhaps they get converted and compressed again?

carmine marsh
#

Something like that probably. Not that its a bad thing, I am just wondering if this would mess up the texture ingame. Not noticing any difference in texview, though for some textures the color average might change very slightly. Very interesting...

full quarry
#

if it recompresses theres likely less colors on it and the quality gets reduced

#

tis definitely not recommended course of action to do this

carmine marsh
#

I zoomed onto individual pixels though and saw 0 difference in texview, though I don't know if texview accurate represents the textures as they are in game

full quarry
#

not quite. up to you to decide what works for you though

carmine marsh
#

Perhaps its not worth the risk of something breaking. Talking about potentially 10+ years old .paa files here, probably anything is possible with these museum worthy files...

idle peak
full quarry
#

yes

#

and you should not be writing sqm anymore either

idle peak
full quarry
#

SQM is the old scripting language/syntax. Arma uses SQF

idle peak
#

That's what I wanted to say, I don't binarize it either to have faster access with Vscode for example and to modify the init of an object (if I have placed one in my mission) without as much need to open arma and the eden editor

full quarry
#

when youre making stuff thats fine. the final release build should be binarized though

idle peak
idle peak
ancient parrot
idle peak
idle peak
idle peak
livid knot