#arma3_texture

1 messages · Page 52 of 1

full quarry
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CattoCry I told you the p3d MUST have set of default textures assigned to it

livid knot
full quarry
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ok good luck with your mod then

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I dont really want to waste time fighting with people about the fundamental rules of mod making.

livid knot
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I wasnt at all fighting with you...? I did exactly as you said and it didn't work for me.

limber dawn
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does anyone know how to change the interior of the hunter texture ive made tex's for the ext and turret but the int isnt changing with the setglobal??

lethal condor
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Nope

limber dawn
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read through more old threads i think id need to get into the core model files to change the interior out welp there went an a couple hours of my life

lethal condor
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Which means you can't

limber dawn
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yep even without bi crazy encryption i dont deal with models so a bust either way

cedar lichen
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how does one set up an rvmat emissive value so it's only really visible in low-light/dark conditions?

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I remember it being possible with like 'cat-eyes' on the back of pagst helmets

cedar lichen
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hmmm I guess this isn't gonna work the way I want it to.
to explain I want to have a sight reticle that's black during the day but changes colour in lowlight

nocturne lake
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Is it a 3d sight reticle or a 2d modeloptics one?

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rvmat doesn't work on modeloptics. It did in A2 at release but stopped after Arrowhead and has never worked in A3

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But if it's a 3D reticle you can perhaps perhaps try the trick with modelOptics that worked in A2 to use diffuse/forcedDiffuse to force it black in daylight and show its true colour during night (with emissive to enhance it) e.g. ambient[] = {0, 0, 0, 1}; diffuse[] = {0, 0, 0, 1}; forcedDiffuse[] = {0, 0, 0, 1}; emmisive[] = {1, 1, 1, 1}; specular[] = {0, 0, 0, 0}; specularPower = 1; PixelShaderID = "Normal"; VertexShaderID = "Basic";

cedar lichen
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It's a 3d sight but uh, a ui model one

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the rvmat definitely works for it

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that's an interesting way of doing it I only ever tried it the other way (black in the CO, trying to change its colour)

nocturne lake
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IIRC the values in rvmat act as multipliers to the colour value of the pixel or vertex. So multiplying the 0,0,0 rgb of a black pixel in a reticle will remain 0

livid knot
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Will post this here for future assistance. This issue was fixed by scaling the texture file to 4096x4096, it appears the size of it was the issue.

ancient parrot
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what size were you using?

livid knot
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950x1100

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If there are specific rules for the size of it and you know them then Id love to learn them

ancient parrot
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Oh yes there is a very specific rule when it comes to textures, everything must follow the power of 2.

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

You can mix them up by having say.. 64x256 and vice versa but the values must always be a power of 2 otherwise one of the programs is likely to break, be it conversion or the engine.

livid knot
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Thankyou for sharing that, ill save it for later for sure

ancient parrot
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This isn't just an Arma thing either, it's a standard so its good to keep in mind

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Also to revisit my previous and to clarify on it, as it may also be helpful to know for later and is again a standard.

If you intend to swap textures then it is important that the starting texture has every channel you intend to use.
For example if you know the texture will be a solid chunk then RGB is fine, but if you then attempt to switch it without altering the original to an RGBA then the alpha portion will appear black, as though it collapsed all channels together.

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Thus if your intention for a patch would be to give it a variety of shapes with transparency then the default texture also needs to be a RGBA.

The suffixes will effect how this gets converted btw.
_ca allows for gradients of transparency, such as glass or something that needs a soft edge.
_co is 0 or 1, whatever is black will be invisible and whatever is white will be opaque.

If you have grey's in your texture then upon conversion they will be converted to black or white, there is no in between and edges will appear pixelated depending how many pixels said edge has.

livid knot
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Does it default to _co if its not specified in the name of the texture?

ancient parrot
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I believe so, haven't done that in a long time but you should always use suffixes so that the converters know what format to use, as different formats use different conversion types.

_co - color or color opacity
_ca color alpha
_nohq - normal map
_smdi - specular (Green) gloss (blue)
_mc - macro/micro color, think of it as an extra layer of color you can add on
_dt - detail texture, greyscale averages between RGBA used for small details such as scratches (tricky to use and requires editing the rvmat matrix most of the time)
_ti - thermal (Red is always white for sun heat, Green channel is engine heat, Blue channel is motion heat, Alpha is for weapon heat or character body heat)

Most of the time you'll probably be using default values for your _mc and _dt in the rvmat but it never hurts to know what they do.

livid knot
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Thanks for your insight tonight, appreciate it

ancient parrot
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You are welcome, glad to hear that you were able to resolve your original problem, onward to creation!

merry marten
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Anyone know why when exporting textures from substance there are a few smdi textures that are yellow and orange?

nocturne lake
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depends on your spec and gloss maps. orange/yellow would indicate high specular and low gloss, where pink is low specular, high gloss

merry marten
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ah ok

blazing kelp
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If someone knows how to create and apply texture, please take a look at this mod:

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The models are open and they could use help finishing it. Currently this is the best implementation of an APOBs system we have. It just needs final adjustments

normal basin
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With the new substance update transfering over to adobe, seems like my opacity channel from spec gloss is not working anymore. All opacity is just solid black, any tips to fix this?

wheat hatch
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Does it matter if i make textures before vertex groups?

limber dawn
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img to paa isnt working reinstall\verify run compatibility admin im kinda at a loss on this is there a size limit or a format that works best im exporting with photoshop .jpg 8 bit color

full quarry
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Don't use jpg

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Use Tga or Png

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And use power of 2 resolution

limber dawn
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png ,jpg. it all fails to convert

full quarry
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2048x2048 is most typically used

full quarry
limber dawn
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Photoshop had an update an it works now by export png's an imgtopaa works now :/ I swear every time I ask something here I look totally inept lol

full quarry
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It may take few years to shrug that off 😅

wheat hatch
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Does my model have to be joined in a single group or it can be multiple parts

frozen blade
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?

wheat hatch
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In blender

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Does my model need to be joined

scarlet nest
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What program and i use to gen SMDI and AS files

ancient parrot
shrewd shard
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Hey so ive been trying to merge rvmats using this “
diag_mergeConfigFile ["P:\HDT\Addons\data\Exterior.rvmat"]” but im not seeing any rvmat updates when i execute it and press restart

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Am i doing something wrong?

hollow horizon
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You can only merge config files.

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rvmats don't work as far as I know, but they might reload automatically like textures. Not sure though

full quarry
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rvmats update live with filepatching

shrewd shard
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Uhm filepatching?

full quarry
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yes

shrewd shard
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Ill look into it thanks

frigid escarp
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needs to load unbinned p3d too

shadow gale
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Looking for someone to Texture some stuff for starsim, if someone can hmu with a dm to talk about it

tepid rivet
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in relation to texturing ive been looking for the Ghost Hawk anyone know were i can find the psd?

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or is this not where i ask?

limber dawn
# tepid rivet in relation to texturing ive been looking for the Ghost Hawk anyone know were i ...

select the vehicle "left click" then "right click" and click on find in config viewer scroll down till you find the hidden texture that will give you location of the texture file for which ever vehicle or most objects as for the ghost it's in Arma3\Addons\air_f_beta.pbo\heli_transport_01\data you'll need both Heli_Transport_01_ext01_CO.paa \front half
Heli_Transport_01_ext02_CO.paa \ back half

mystic cypress
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Can arma handle 8192x8192 textures? They’re fairly low detail but high res

limber dawn
mystic cypress
limber dawn
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I had problems with .jpg "photoshop project layers don't export to .jpg very well"
I'm leaning on the engine if it works sometimes,I had to use sleep command to have my textures appear right since I was loading to many .jpgs at a time
so for sure there is some kind of buffer or cache arma has that's pretty limited

if your working with a model program should be able to set Tex size when doing the UV map (get you within the engine bounds at least)
without more info im at a loss

severe rune
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8192 isn't "officially" supported, but might work-ish

full quarry
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You are doing something very wrong if you think you need 8k texture@mystic cypress what are you making?

full quarry
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For a modeled screen 4k works just fine. Even 2k works since the screens are small and far away.

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8k would eat up immense amount of gpu resources too

mystic cypress
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the idea is to emulate the 'm' map, but not tiled like it is, so trying to get the quality at zoom, 4k doesn't cut it

full quarry
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I see. Tiling is what makes it somewhat performant and working though.

pure hill
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Hey all! I'm trying to model a building, I've got a fair bit done but I'm worrying about my uv unwrap, it doesn't look too bad here https://ibb.co/2PLk7tr but that's without stairs and interior and i'm still not even finished with the building itself. Any tips on how to texture it would be appreciated!

I wonder if I can split the complete model down into parts at the end on blender export to separate p3ds, texture and material each p3d accordingly on objectbuilder then piece together on a final p3d to be packed? but this would be my 3rd model so if that didn't make any sense then just ignore it lol

full quarry
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its a Arma specific technique to mix 2 uv channels and it uses a mask texture to draw tiled textures on surfaces

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your current unwrap would work for mask, MC and AS/ADS/ADSHQ textures and you would need second uvset to align tiling textures the way you want

pure hill
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Okay so I've bit off more than I can chew I guess. I wasn't aware of all the other texture map types as I only have experience making CO and SMDI but also still confused at how to fit all my tiles onto one uvmap. I thought the process would be the same as importing objects but just on a larger scale.

ancient parrot
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you use a RGBA (or in Arma's case, RGBBlack) the materials are assigned to that color and can then be tiled. Then you use the _MC to suppliment extra details such as graffiti or a marking, maybe some colors to help break up the tiling colors. The ADS/ADSHQ are shadow maps, baked ambient occlusion essentially.

full quarry
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there is a wiki page about multimaterial

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that should help to at least understand the concept a little better

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tiled uvmapping does not fit into single uv space

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it can cover multiple ones

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beacause the texture is tiling

pure hill
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Alright that explains a fair bit, I appreciate you explaining it further. I wasn't aware of the full process of textuing buildings with it being my first. Though you guys have supplied me with plenty of info to direct me the right way, I found this guide which seems to fill all the blanks https://community.bistudio.com/wiki/Multimaterial#9_MC_mapa regarding multimaterial

full quarry
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thats the one yes

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you can probably also find some more info in the maker channels here and possible on the BI forums editing section history

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it will need some learning to get it working right

pure hill
full quarry
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but it will be the right way to do buildings

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actually this is the tutorial I meant

pure hill
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Wow, this comparing to how I've been figuring out modding so far it almost feels like cheating, cheers for that wiki link

full quarry
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there is a lot of information online. it just takes a bit to find it

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Arma modding is also quite complex in the way that there are lot of technologies involved in all the different ways you can mod it

pure hill
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I think this is your third time helping me out here tbh I really appreciate it, I lack knowledge of basic modding terms so I struggle searching for info online, cheers for not gatekeepin modding and sharing

full quarry
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👍

soft oracle
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is there a proper way to "extract" the dt map of a dtsmdi texture?

silver gull
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learn how channels in your image editing tool work, then you'll know how to seperate them

rich atlas
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When I export to Arma texture, all metallic parts are something like concrete. Played around with rvmat, smdi, ... but still does not look like metal

frozen blade
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what sort of workflow?

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pastebin rvmat

full quarry
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arma does not use meatalness

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specular/gloss workflow is different from pbr metallic/rough

soft oracle
full quarry
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what are you trying to do?

soft oracle
full quarry
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yes that looks like a texture 😅

limber dawn
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what i do in photoshop is go to the color channels and just delete the color chanels i dont want then you can save or export whats left as what ever you like

modern reef
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does anyone have a retexture template of the base game sandbags?

modern reef
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and while I am at it, if there are any for the Cargo Buildings that would be great as well

full quarry
modern reef
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hmmm the sandbags might not, now that I think about it

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dont see anything in the relevant arrays

full quarry
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terrain objects rarely have that since terrain objects dont use hidden selections

modern reef
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buildings are counted as terrain objects?

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I guess I thought that terrain objects would be used to describe trees and rocks

full quarry
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most static objects are terrain objects

modern reef
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ahh I see

shrewd shard
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Anyone know what could cause my NOHQ to not work in arma? it works fine in object builder

full quarry
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normalmap needs light to show

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your thingy is in the shade

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no light = no shading

shrewd shard
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But it worked fine on my gun which was right above it?

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tested it to make sure even in sunlight it doesnt work

full quarry
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perhaps something got broken in the rvmat

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or the path is not right

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or model vertex normals did not export right

shrewd shard
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decided to switch from treeADV to super shader fixed it

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(used tree cause base game camo net also used it)

high verge
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any of y'all know of anyone who has rextured the vanilla mopp suit to be m81 or dcu?

placid lagoon
high verge
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wow thanks ive been looking for this for so long

high verge
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@placid lagoon there's no actual m81 option on the cbrn what you have it a tropical multicam

limber dawn
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out of curiosity is there any interest in photoshop templates for vehicles and a few props?

full quarry
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People usually like those. There is a community template thread on BI forums too

dense peak
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that's sort of my default rvmat I use for most basic things that don't require extra texture maps,
never seems to give me any issue with basic opaque materials, but idk if it's good for transparent textures

lethal condor
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GPU issue AFAIK. Nvidia one right?

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Never had that when I use AMD one but Nvidia

cedar lichen
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I had this issue awhile back

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apparently one way to fix it is to change the alpha slightly lemme find my notes

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Yeah ok the solution was the parts of the texture that you have 100% transparent, change them to be 99%

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this sounds stupid but it seriously fixed the same issue I had on plane instruments

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ie. from black to very dark grey in the alpha channel

dense peak
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Kk I'll try it out, thanks

stone coral
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is there an easy way to convert arma 2 smdi to arma 3 smdi?

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the arma 2 ones end up being a bit too bright in arma 3

full quarry
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Not really. A2 and A3 lighting is different. all the textures and rvmats need adjusting

stone coral
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ok, what would i use for a flat texturing then?

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if i want no particular specular effect

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or i want to just display a flat color from the diffuse?

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should i just remove the stage 5 in the rvmat?

full quarry
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no

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cant remove stages

stone coral
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ok

full quarry
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that breaks everything blobcatsweats

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Saddens me that I have to say it this often crycat

stone coral
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i assumed it would use some flat values if the stage was missing

full quarry
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no

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but you can give it a neutral procedural texture

stone coral
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i'm not a model artist, ok

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i just want to make this model a bit less bright

full quarry
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you may need to darken its texture

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and possible adjust the rest of the shader values

stone coral
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alpha?

full quarry
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instead of the textures

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alpha is transparency

stone coral
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alpha is transparency for diffuse

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but i suspect that in smdi textures, rgb and a arent exactly being used for their png-counterparts

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so theyre just used as information channels

full quarry
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no each channel has its own use

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why dont you just darken the _co texture?

stone coral
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yeah, so im wondering which channel i should reduce

stone coral
full quarry
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im not sure smdi will ahcieve what you are looking for

stone coral
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so i tracked the issue down to the smdi

full quarry
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you sure its not your AS texture and ambient values in the rvmat

stone coral
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my AS texture is just "#(argb,8,8,3)color(1,0.58,1,1,AS)";

full quarry
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eh?

stone coral
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sorry, wrong thing

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on my clipboard

full quarry
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well that would darken it quite a lot in shade/no light situation

stone coral
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so 1,1,1,1?

full quarry
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worth to try to see the difference

stone coral
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i imagine that would be even brighter

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like blindly bright

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it was 1,1,1,1 before

full quarry
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how light works is combination of many things

stone coral
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yes, and im asking you which things i have to turn down to make this texture not so sunburnt

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what is the flat default texture values for the smdi?

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no specular i assume 0 on g

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so like 1,0,?,?

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how do i generate a flat smdi?

full quarry
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there is sample super shader rvmat in P:\A3\data_f\

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you could also try turning the specular values and specular power down

stone coral
full quarry
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no

stone coral
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i dont see how that's useful in any capacity

full quarry
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oko

stone coral
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default_super?

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or default?

full quarry
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wont hurt look through all of them

stone coral
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"#(argb,8,8,3)color(1,0,1,0,SMDI)"

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for people looking for it

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nope, still as white as... bone

full quarry
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perhaps pastebin your rvmat and post picture of the model

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or try the default_super rvmat on it

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for comparison

stone coral
full quarry
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ffs

stone coral
full quarry
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this is skin shader

stone coral
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it is .rvmat

full quarry
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right. have at it

stone coral
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im really confused now

full quarry
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skin shader works completely different from other shader types

stone coral
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if youre going to berate me, atleast tell me what im doing wrong

full quarry
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you did not give detailed context

stone coral
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you didnt ask

full quarry
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ok

stone coral
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i dont understand any of this

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how am i supposed to know which values are important and which are not

full quarry
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look up the wikki page for skin shader

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context of question if important.

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you could have started: im trying to convert arma 2 character textures/materials to arma 3. they come off as too bright

stone coral
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i didnt know there is a significant difference between regular character models and other models

full quarry
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if you want easy way, just take the vanilal skin rvmat from A3

stone coral
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the UVs

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Arma 3 stores the head separately from the arms

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where as on these textures, the head/face is with the arms

full quarry
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then you will need to device fitting textures to fill the blanks

stone coral
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so there is no process i should follow?

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the biki page for skin shaders is arma 2 docu

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is it still valid for arma 3?

full quarry
stone coral
full quarry
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start from that I suppose

stone coral
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that's for arma 2

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scroll to the bottom of the page

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and so there is no conceivable way to adjust the specular brightness of a skin shader?

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what is the channel of smdi in arma 3 that holds the specular highlight values?

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so what should i be looking at?

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the default_super.rvmat? that skin shader article for arma 2? despit arma 2 and arma 3 being different?

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ok, i solved it

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FOR ANYONE WHO HAS THE SAME ISSUE AND IS SUPER INCOMPETENT WITH SKIN SHADERS IN ARMA 3, JUST CLAMP THE GREEN CHANNEL OF YOUR SMDI TO 0

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there

inner wyvern
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Hey does anyone know how i can find that template thing used to texture my Arma3 characters face?

tender knot
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What is a good source for finding camo patterns for texture use?

full quarry
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there are pattern generators online

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other than that studying photos and painting your own usually has best results

limber dawn
limber dawn
young patio
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question for you all im wanting to do a retexture of the AAF fennek into the nato colour scheme is there an easier way to do that the camo patterns on the AAF and CSAT vehicles make re texturing a pain im using GIMP btw and my usual way of doing this is to:

Select by Colour, Map, Colour Exchange to the desired colour

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so asking is there an easier way to do it for the complex camo patterns?

limber dawn
young patio
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the problem is when i try to replace the colour it looks like a paint can thats been thrown into a blender

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its patchy as hell and just unsightly

limber dawn
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then depending on the camo/tex you can just overlay it on the texture and play with the overloay transparency quick and dirty works pretty well

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only other way i can think of is to identify everything and build a new texture

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fennek is the strider right?

limber dawn
young patio
limber dawn
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isnt the fennek just the rhs name

young patio
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nope

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AAF

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and its in AAF green camo

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so its all digi to hell

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and what im trying to do and struggling with is make it the simple olive drab

limber dawn
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what mod is it from

young patio
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but because its all crazy pattern ill probably have to paint over it

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its not a mod

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its base game

limber dawn
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fennek is the IRL name for the arma strider ↑comes with nato texture though would be esaier to change than the crazy digi camo aaf has going on

umbral swallow
young patio
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i thought the strider was the buggy added in apex

umbral swallow
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You don't need to make a texture for a NATO Fennek cos it's already there :D

young patio
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with the open top roof

umbral swallow
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If you're using GIMP like I do, have you tried setting the layer to Legacy mode and using Color-to-alpha? That way you can put a camo pattern under it, or paint your own if you're working on a vehicle, and the results are 1:1. And also take a copy of the base texture and clip out the details that you don't want to repaint into a separate layer?

limber dawn
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yeah finding all the parts on some of these can be a few hours of work (for me at least ocd king) but just a simple color swap or quick camo can be done pretty easy with not very much effort

young patio
prisma fox
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Hey guys!
anybody doing retexture to mods?(equipment, helmets, vests, uniform)

full quarry
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Many people do that. This is the main channel to ask questions about how it works.

prisma fox
full quarry
mossy radish
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Hello, i have a bit problem. I make a custom liv. on a KA-52 (cup) all do for instructions but game say "Picture ka52_01_co.paa not found" . Help.

full quarry
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how are you trying to apply it?

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@mossy radish

mossy radish
full quarry
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how are you trying to use it

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what do you do to make the error pop up

mossy radish
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(But it's on the rus lang)

full quarry
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so you use the script command setObjectTexture

mossy radish
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yes

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this setObjectTexture [0, "ka52_01_co.paa"];

full quarry
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that command expects that you either have full "path\to\texture.paa" if it is in a mod pbo

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or that the texture is in the mission folder

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otherwise it cant find it

mossy radish
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I didn't really understand, that is, I need to create a mission with pbo for it to find it?

full quarry
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you either need to create a mod or mission where you put the texture in

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when you save a mission in editor they are saved in your windows\user folders

mossy radish
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Well, let's take a mission.

full quarry
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google can tell you where exactly

mossy radish
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okay

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ok

full quarry
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then you find the mission folder

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somethhing like: hammocksAwesomeMission.Altis

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you open that folder and copy the .paa you want to use into it

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then the command can find it

mossy radish
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ok

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thx

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Wait, what if you replace the skin that is already in the folder with just a replacement?

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Or nothing will happen,

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?

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@full quarry

full quarry
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what folder?

mossy radish
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C:\Program Files (x86)\Steam\steamapps\common\Arma 3!Workshop@CUP Vehicles\addons\cup_airvehicles_ka52.pbo.cup_vehicles-1.17.1 texture

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What is like this

full quarry
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no that you cant do

mossy radish
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Just replace the texture

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uh

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k

full quarry
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you dont modify other peoples mods

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you can make a new mod that uses the cup KA52 and puts your texture on it

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but you dont replace the original

mossy radish
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m

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ok

spark shore
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hello, I have a question, how do you create an ENV texture?

full quarry
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take a screenshot of scene

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edit it into correct resolution

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fiddle with color balance etc until it looks like whay you want

spark shore
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any way to edit it so it has the "fisheye" effect?

full quarry
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many

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you can render it from 3d model

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you can use image editing software

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you can manually paint it

spark shore
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I learned how to do 3d into cubemaps but not into this sphere
I'll try to go the screenshot route since I already have the interiors I want to reflect ingame

versed axle
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Question, I retextured a vehicle skin, put it in JPG, to test it used a script to apply it in game and it looked great. HOWEVER when I converted it to PAA and uploaded it onto a mod and than spawned it ingame it now looks terrible. Any idea why?

full quarry
#

Because you used jpg. And may not be using correct suffix type in the file name so converter does not know what conversion to use. And game textures typically are more compressed to save space.

stray relic
dense peak
full quarry
#

How transparent is it? More or less 50%

full quarry
#

What rvmat shaders you got?

full quarry
#

Try using the default super from data f

dense peak
#

huh

#

still does it with default_super.rvmat

#

from the data_f folder

versed axle
full quarry
#

Try tga and sharper lines so you have less colors

#

But it may be you need to rethink the model design. Maybe use 2 textures

vernal fractal
#

Hello guys a quick question how can i make so a picture with transperent background something like graffit in arma ?

versed axle
#

tga and than convert it to paa?

versed axle
vernal fractal
#

No i mean in texture viewer what settings do i have to set for texture to have transperent bacground

full quarry
#

you make a picture that has transparency

#

and save it as name_CA.tga

#

without rle compression (at least in gimp)

#

and convert that to .paa with imageToPaa

vernal fractal
# full quarry you make a picture that has transparency

Ok so basicly i try this i have a picture with trasperent background. I have name it name_CA.tga and with out rle compression. Also picture is 900x900 and when i try to convert it to paa it says fail conversion is there a way to see why is that and how i can fix it ?

full quarry
#

only power of 2 resolutions can be used

#

so 1024x1024 would be closest

vernal fractal
#

That did work ty.

vernal fractal
full quarry
#

you would probably need a custom decal object for that

versed axle
#

blood?, its object its square and pretty large

vernal fractal
#

Blood actually worked ty.

modern reef
#

does anyone have a decent retexture template for the A2 AK107 + GL? currently porting it over using the Licensed Data Packages

full quarry
#

CUP might if they have ever ported it. other than might be difficult to come up with

#

you might need to sort it out yourself

#

on the other hand you could at the same time increase the texture resolution to fit A3 better

modern reef
#

ahh I see, thank you

vernal sage
#

A2's AK-107 already uses a 2048x2048px texture. Not much you can do to make it look better unless you remake the model entirely (which is what the CUP team did).

vernal sage
ocean monolith
full quarry
#

You also need the rvmat and textures with the model in correct places like arma3\mod\folder\structure\file.rvmat/paa

wind mauve
#

can i have multiple textures in the same place? im trying to make a simple bottle, and want the glass to be semi transparent, and the lables on top.. or is it possible to do this with 1 texture? whatever i do i end up with a totally invisible glass bottle and just lables showing

#

wish i could chose a solid color on the texture to be like 50% transparent within the rvmat or something

full quarry
#

You should be able to have that but perhaps you are using bad rvmat on it.

#

Or perhaps wrong texture suffix so textures get converted wrong.

wind mauve
#

yeah you are prob right, i feel its something to do with the rvmat, as i dont really understand it

#

i think the textures are ok, and the suffix aswell, or i wouldnt see the bottle lables in buldozer

#

i feel like, since i made a texture with alpha channel, it cuts out everything but the lables

#

wich would be fine, if it was a leaf for a tree or soemthing, but i want the background to be semi transparent, not 100% see trough

full quarry
#

did you make the alpha channel fully transparent?

wind mauve
#

like solid black?

full quarry
#

for this kind of thing you would want _CA suffix on the source texture before conversion

full quarry
wind mauve
#

ye its on ca

#

ye, should i make the alpha channel transparent aswell?

full quarry
#

not fully

wind mauve
#

woudlnt that mess with the label and make it transparent or is that ok if i leave white in full solid color

#

ok i will try

full quarry
#

you would leave that part solid yes

wind mauve
#

thanks!

full quarry
#

try saving the source as tga

wind mauve
#

hmm same thing

full quarry
#

picture?

wind mauve
#

sec

#

hmm i can post

full quarry
#

youll need to link them

wind mauve
#

wont let me

full quarry
#

as in post elsewhere and copy paste the link to it here

#

not this link though

#

this is link the the message

#

once more into the breach

full quarry
wind mauve
#

i can link in every other place but this one idk

full quarry
#

yes well. here its disabled for regular users.

#

except on couple of channels

wind mauve
#

thats racist

#

well i kinda understand why tho

full quarry
#

race has nothing to do with it.

wind mauve
#

ofc not, was a joke 😛

full quarry
#

what does the texture you got look like?

#

and have you tried it with the default super shader from P:\a3\data_F?

wind mauve
#

its normally just the label and nothing else, just in the right position to land on the bottle.. then i did a mark and set alpha channel, making it black background and white where lables are.. then i did as you said and set the density to 50% instead of solid black.. i cant use the transparency as it will make everything transparent, the lables aswell. but even so, its still ends up just showing the lables. converted to all the formats i could think of, tried ca for all, and even co.. before text viewer paa conversion, even tried let OB convert for me when running it for the first time in OB

#

no i havent, can try that.. but im like, thats all shaders and stuff right? it should still be possible to do this with the right texture

#

maybe make like 2 alpha channels

#

idk

full quarry
#

no there is no such thing as 2 alpha channels

#

there is just the one

full quarry
#

and it must not be fully transparent, that wont work

#

as that is then fully transparent

#

yse no this is not good

#

the glass must not be fully transparent if you want there to be something to see. and then the label needs to have 0 transparency

wind mauve
#

so i mean i should create a full color background aswell

#

?

full quarry
#

there is always some color behind the alpha

#

alpha channel just modulates it to be non visible

#

in your case it would probably be default white

#

also you could probably use a normalmap to pop out the label a little bit from the surface of the bottle

#

and specular map to control the shinyness so the bottle is shiny and label less so

wind mauve
#

ye i made that, but dont know how to get it working

full quarry
#

they need to be plugged correct stages of the rvmat

wind mauve
#

ye ill look into that once i get the glass to be transparent, i got 10 more bottles and then sodas and cans.. so i gotta learn this hehe

heavy apex
#

is there a way to randomize the texture applied to an pickup object? So if I place one down in the editor it will pick a different version of the pickup

full quarry
#

no

#

that kind of randomization needs to be done on mission side

#

so you have the different version of your object and a script in mission changes them at random

heavy apex
#

ok thanks

wind mauve
#

tga dont work at all, it just makes all solid color

full quarry
#

odd.

wind mauve
#

ye i get the normals to work and everything, but the bottle is just solid white now

full quarry
#

you use photoshop?

#

so far from all the problems people have with it Im convinced its status as "industry standard" is quite exaggerated

wind mauve
#

yes

#

always have, for unity, unreal, or any project really

#

for some reason, it just doesnt care

#

i dont really care about the current model or whatever, as i just want to figure out why and how before i jump into anything specific.. i need it to make sense 😄 hehe

full quarry
#

what does the _ca texture look like now?

#

in texview for example

wind mauve
#

white background

full quarry
#

sounds like your alpha has not exported right

#

try png then

#

or try some other program

#

like gimp

wind mauve
#

then background is grey, and in buldozer its 100% transparent

full quarry
wind mauve
#

hmm i can try gimp

#

ye that works

#

i dont get it lol

#

gonna try gimp and see

full quarry
#

probably something it PS export/save that needs some voodoo to work

#

like I said, I've seen people have these issues no other program has

#

and im not impressed 😅

wind mauve
#

gimp actually worked, somehow.. tho the label is all black but the bottle itself is transparent

full quarry
#

odd

wind mauve
#

ye same happens if i take that texture u sent and put the label on top, label is black in buldozer and the rest of the bottle is transparent

wind mauve
#

i will end up having brain damage haha

full quarry
#

perhaps the rvmat broke

wind mauve
#

no, ive tried with different ones.. it just wont work

full quarry
#

can you upload the texture?

full quarry
#

altered alpha for more transparency

#

even more

#

so it should work

#

now could be your OB is missing texture path parameter in settings

#

it shoudl be P:

#

also Im hoping you are actually using P drive for development 😅

wind mauve
#

hmm this is so weird

#

yes i use P drive

full quarry
#

this is what I used

#

the default_super rvmat is very basic setup for supershader rvmat

#

but its usually a good starting point especially when testing stuff

full quarry
#

wee

wind mauve
#

one question tho

#

or actually nvm

#

you kinda answered that aswell hehe

wind mauve
#

again, thanks alot man.

bronze gyro
full quarry
#

😅

#

one would need to inject better lighting config into the P:\bin\config.cpp (either into the defaultworld or as separate world config) and set dozer with that world config as startup world

#

world world world world world

latent magnet
full quarry
#

any vanilla terrains config can be used for example

#

livonias might be most "neutral"

tender knot
#

Has BI released the Syndikat Tiger Stripe type camo for use in retexturing? Or know where I can find it?

velvet horizon
#

What are the things that I need to retexture Atleast cup

#

I wanna start retexturing

rustic gale
#

Anyone got a template for a crye g3

full quarry
#

might be good to say from what mod

rustic gale
#

Cup or rhs

frozen blade
#

rhs doesn’t provide templates, cup might

bronze gyro
full quarry
#

@bronze gyro this pretty much covers it though the main goal is to get clutter work in Terrain Builders Buldozer

bronze gyro
covert spire
#

any chance i can get some documentation on modeling insignias onto vests

bronze gyro
knotty marsh
bronze gyro
#

ight i'll write it if i can finally figure this out

full quarry
#

I'll put something up when I can.

dim cape
#

so ive been wanting todo uniform retextures for awhile but there isnt really an up to date tutorial, is anyone able to help me? (ping me pls as im not gonna look here much)

blazing kelp
#

is there a way to resize a PAA other than re-generating it from a PNG?

full quarry
full quarry
dim cape
#

most send you to dead armaholic links

placid elm
#

Anyone out there made or can make a penguin face paint?

tender knot
#

Any good tips or tutorials on making skins in arma 3 look good, I managed to make a half decent copy of the Syndikat camo pattern but when compared with the actual Syndikat Arma 3 character pattern in game it still looks very cartoonish/amateurish when in game on character clothing etc....I'd post a screenshot comparing them but for whatever reason I can't figure out how to post screenshots to this server.....or I don't have the permissions for it I guess.

full quarry
#

there are no special magic in making retextures look good. usually it helps to match color tones/saturation with the vanilla textures to get textures that behave in same way in the game lighting

limber dawn
#

lots of little tweaks like Goat said as a start I pick a color I like and half the saturation and start there

tender knot
#

alrighty

idle kiln
#

Hey, anyone good with photoshop? I'm planning on getting some custom helmet graffiti done for the halo unit I'm in. Mostly so that I don't get confused with other people. Partly because I lack DLC to make myself stand out more.

#

You may be asking "Why don't I do it myself?" First off, because I lack the software and knowhow. And Two... My drawing skills are a bit shit.

dense peak
#

are you able to edit the Granit-B suit from contact? I'm trying to find a PBO for it but can't find it in the expansion files

dense peak
full quarry
#

_co is the .paa

#

what name are you looking for?

#

and how?

#

gear is usually in character pbo

dense peak
#

Also known as the Granit-B Suit

#

I'm looking in the Enoch Addons

#

as I'm using the offical wiki

#

it says its in

#

characters_f_enoch

#

in which I do see the "gorka" suit that I'm looking for

#

but its in a .p3d format

#

and I cannot find it anywhere else

lethal condor
#

What? p3d isn't a texture

full quarry
#

you cant get the 3d models

#

if you want to do retextures you need the .paa texture a model uses and then you need to paint over that texture to make your changes

#

@dense peak

dense peak
#

I know. I’m only able to find the 3d model I cannot find the .paa is my issue

lethal condor
#

Where are you looking at in the first place?

dense peak
#

Characters_f_enoch

#

In the game files

lethal condor
#

Exact folder

dense peak
#

I’m not at my computer rn as I already headed off.

#

I’ll figure it out tmmr

#

The exact folder it was

lethal condor
#

It is simply located in a3\characters_f_enoch\Uniforms\Data

vocal copper
#

out of curiosity, is it possible to use _nopx textures for normal decal objects?

#

as far as i can tell, _nopx is only used for terrain textures, at least i can't find any other examples in that area.

lethal condor
#

Parallax you mean right? As far as I tried (using terrain rvmat into a normal object) causes an insta CTD

vocal copper
#

yeah, just wondering if someone ever got it to work. guess not then

full quarry
#

Don't think it works unfortunately

celest obsidian
#

nah doesn't work

#

only works with terrains

median anvil
#

How do you guys make ur preview pictures for equipment? (uniforms, vests, helmets, etc)

dense peak
solar moss
#

Not sure if this is the place to ask but im in need of help retexturing some uniforms if possible?

full quarry
#

this is the place to ask yes.

hasty osprey
#

hey does anyone have any templates to use for uniform design?

#

for example the one used in this video

#

around 5:33

#

I believe the template in the video is for the NATO uniform

full quarry
#

The Arma 3 samples on steam have some if I recall right. And BI forums has a thread for community made templates

hasty osprey
#

Yep, found it

#

Thanks

wide turret
#

Anyone know how to retexture RHS helmets, uniforms, etc, withot making it looking like a cartoon. (I.E Showing stitching, showing dirt, all the fine details) Ive read the EULA, and all reskins/textures will be completely private, for a project of mine

full quarry
#

@wide turret no crossposting

#

though this is better channel I'll move my answer here

#

first of all and just to make sure, it is not a private project if you share it with anyone.

Second of all RHS tolerates retextures when they are made right through config patch mods and hiddenselections, as in no repacking of RHS files.

Third, to answer question regarding making the textures, you "just" need to practice your painting skill in order to preserve details of texture when altering the colors. Usually this is done through various image layers with different purposes

wide turret
#

and I appreciate the answer man🙏

full quarry
#

its not really private anymore at t that point either

wide turret
#

oh shi fr

#

damn

full quarry
#

RHS tolerating retextures means they usually dont dmca properly made retexture mods unless there is something very jarring done in them

#

key being properly made without repacking RHS files

wide turret
#

im not sure what repackcing means

full quarry
#

like all retextures should be done

#

you take RHS files

#

put them into your mod

#

pack

#

== repack

wide turret
#

ohh right ok

full quarry
#

your retexture mod will only need a config file that creates new classes of RHS items

wide turret
#

i would just replace the old ones with my retex in the rhs files

full quarry
#

and new texture files that your new classes use

#

via hiddenSelections

full quarry
#

this is exactly the wrong way

wide turret
#

oh ok

full quarry
#

you can use the rhs textures to paint over and then pack those new textures into your own mod

wide turret
#

ohh ok

#

Yeah ill do that inestead

#

instead

wide turret
#

Do yk of any good tutorials for configs, and hiddenselections

#

cuz I have 0 clue

#

what that is

#

i j know how to paint and put them back into a folder and see em in game

full quarry
#

there is character enconding guide on the BI wiki that goes through them if I remember right

#

other than that dunno. I've learnt this stuff years ago so im not fully up to date on tutorials

wide turret
#

All good, thanks man!

light geyser
#

Hello guys,

Is there a way to hide that inside texture so make the vehicle fully invisible ?
I used setObjectTextureGlobal but it only has external texture.
Maybe I can apply a new transparent texture to make the vehicle "see-through" ?

https://www.zupimages.net/up/22/19/5a0r.jpg
The reason i want that is to make some wtf creation based on attachTo and resizement
(The basic visibility option make the vehicle unfonctionnal)

light geyser
#

😢

wind mauve
#

Hey @full quarry do you think its possible to get the raindrops on screen effect when staying close to a set radius @ object under destruction? i wanted to experiment with the current raindrops on screen effect (ppEffect WetDistortion or normal_NO?) and a custom animation making a liquid pool appear and hide again at the same time ive set for my shards (currently at 10 for despawning)

#

say i made this

#

and wanted it to explode on impact, or on lower caliber maybe just spray my custom billboard/spaceobject liquid text and when in range cause some more immersion

full quarry
#

some sort of overlay maybe

#

I would not really waste time on such

#

its a bit silly effect

wind mauve
#

ofc it is 🙂 its a game man, why would you say that hehe

full quarry
#

if you get somethin in your eye your vision blurs

wind mauve
#

ye

#

i know what you mean with silly, but this is just me training/learning really and making something thats not that advanced, when i first started and you tought me a couple weeks ago i had no idea on what to start with.. so i just want to continue, i try to see the big picture, like even tho its just bottles, it can easily become other stuff, military equipment or objects, gore, skulls or whatever.. im just learning man dont hate lol

#

im like this, if i learn something, its not wasted time.

#

so basicly an normal text overlay that fades on time?

wind mauve
# full quarry if you get somethin in your eye your vision blurs

ye kinda, but ye.. its a mil sim, so im not looking for something insane, more like a couple drops just if in a firefight and something "wet" is hit, kinda like when you shoot glass you see shards flying at you, they dont do anything really, just give more immersion.

full quarry
#

you would need to do some sort of screen overlay UI thing

leaden fox
#

SP Export preset for Reforger

#

I wish I could upload it...

frozen blade
#

?

leaden fox
#

SP Export preset for Reforger

silent onyx
#

oh nice

open junco
#

Hey , Could someone explain to me how to make RVMAT for retexture?

#

After days of struggling, I still have something like this

full quarry
#

rvmat is file that dictates the shader used and the "supporting" tehcnical textures like normalmap, ambient occclusion etc. it is basically a textfile where you alter file paths to fit your folder structure

#

usually you dont really need it though with retexturing

#

since retexturing usually is just changing the colors

safe pendant
#

Do you know guys if it is possible to re-skin the Contact DLC weapons? I am guessing that that is still not a thing?

full quarry
#

if they got hiddenselections then yes

#

that has been possible for long time now

safe pendant
full quarry
#

the textures themselves got pbod realtively recently

#

but the textures have been possible to access through in game

safe pendant
median anvil
#

anyone got texture templates for the Assault Boat? (B_Boat_Transport_01_F)

echo gyro
#

Does anyone know of any reason why one specific texture would not be loadable in Texview 2. I have saved dozens the same way, but for some reason this one is just will not open. It is a 2048^2 texture, built the same as everything before it, but texview just wants nothing to do with it. I have tried it in TGA and PNG, at a variety of scales (^2) and even stepwise backward to the source file, but no luck. Any reason this should happen?

#

Is there anything about the composition of an image that can cause it to not load?

full quarry
echo gyro
#

Had to go any download PS to find the root cause. For reasons unknown, the file was being saved in 8-bit indexed colour mode. Saving it in RGB corrected the issue

echo gyro
full quarry
#

👍

viral citrus
#

Figured I'd be better off asking here than the new reforger area. Went to reinstall GTT for qGIS and ran into this strange error. Not having any luck with google searches:

ModuleNotFoundError: No module named 'qgis-game-terrains-master/gtt'
Traceback (most recent call last):
File "C:\PROGRA~1/QGIS32~1.1/apps/qgis/./python\qgis\utils.py", line 401, in loadPlugin
import(packageName)
File "C:\PROGRA~1/QGIS32~1.1/apps/qgis/./python\qgis\utils.py", line 888, in _import
mod = _builtin_import(name, globals, locals, fromlist, level)
ModuleNotFoundError: No module named 'qgis-game-terrains-master/gtt'

Solution: File I needed is contained within a subfolder for the new GTT build zip. Think I've made this same mistake in the past.

wheat hatch
#

Can a vehicle have multiple textures like turret, interior, body?

frozen blade
#

yes

sweet rampart
#

is there anyone here that could make a small patch mod for me?

#

i have the patches digitally they are from my airsoft team and from my 2 arma units but i can only use them during sessions when we play but i would really like to have a mod with the 3 patches on the workshop so i can also put them on ai in the editor for some personal usage and mission making

calm hemlock
#

Does anyone know why when I create a custom face, the darker colors become transparent ?

#

For example black turns into brown ?

#

While I see other people with custom faces having matte colors

#

but they said they did not do anything special

full quarry
#

perhaps link up pictures of your texture and what it looks like in use and then picture of one of those textures that work right

mint current
#

I am having a boat load of trouble getting this rvmat open, any help/advice?

mint current
#

It's from a Fifty Shades of Female

#

I'm trying to add custom eyes to the textures

full quarry
#

you dont need to modify rvmat for regular retexturing

#

retexturing is done through config pathc mods that path hiddenselections to use your new textures

mint current
#

How do I get the main texture then? I can't seem to find it

full quarry
#

it would not read in the rvmat anyway. if the character heads support hidden selections you should be able to read the paths from the face/identity configs

ripe shale
#

Is there a recommended texture size for gui elements that are used in the CfgMagazines?

#

ping me if anyone has a an answer pls

full quarry
ripe shale
#

Yeah it's 64x64 in paa format but when I look at actual mods I've seen them use up to like a 512x512

#

I'll just see which one comes out better

placid lagoon
full quarry
calm hemlock
#

@full quarry player selectable custom face from profile menu

full quarry
#

Yeh those are pretty broken.

full quarry
calm hemlock
#

God dammit

#

Wierd cause from the individual that i got face texture from, he had a picture with it and it was not transparent

#

Found it on google, just pasted it over another face texture

#

But even the default custom face he made, appears transparent in my game

full quarry
#

Could be it was used on some character with different face material

calm hemlock
#

I dont think so. Its that default model for custom face. Bald head with the chinstrap goatee

#

Same for my other friend that uses custom face

#

but he never had transparency issues

dense peak
#

hi guys, i need some advice on creating a specular map filter as i am currently suffering from potentially overthinking how to go about it. my current workflow involves playing with the RGB channels in photoshop. I am either ending up with material that is too glossy and/or metallic than it needs to be or i end up with the material looking right but otherwise has no proper light interaction. And i've been at it for a week.

#

to be specific as well, i am trying to create a filter where the cloth bits actually feel like cloth like the vanilla uniforms (specifically aaf combat uniforms, for reference) but they just look obviously laminated no matter how much i adjust the specular in the rvmat. and if i really tone down the specular it ends up looking flat.

full quarry
#

It's combination of the specular power, specular values and the smdi texture

dense peak
full quarry
#

Yes

open junco
#

I want to add a custom rvmat but I keep getting same result with uniform being still black

#

Is there maybe hiddenMaterials [] the same as hiddenselectionselection [] with hiddenselectiontextures [] ?

#

Or is there only a HiddenSelectionMaterials[]?

full quarry
#

Rmvat causing model be black usually indicates rvmat is faulty

#

Bad path or faulty texture

open junco
#

I just copied rvmat from rhs and only replacing path to new textures

#

nohq texture

full quarry
#

That normalmap texture is not right at all

open junco
#

The same was in rhs

#

I only added a patch

full quarry
#

Odd.

#

Then likely your texture pathing is not right and engine can't load. The textures

open junco
#

I figured this out

#

I only changed color to light purple

#

and it works

frozen blade
open junco
#

yup

frozen blade
#

weird...

livid knot
#

Arma cant load this texture for some reason

\shTest\data\PlyWood_CO.paa
#

Is the path wrong or something? Im stating it in object builder.
TexView is able to view it fine

open junco
#

Delete first \ at

#

But its should works with that

open junco
livid knot
spice agate
full quarry
#

I kinda doubt its made so it can be retextured

olive pawn
#

how can I enable transparency on object with custom texture and material attributes? Alphatest in the rvmat "works" but not very well at all for things like glass textures. So im pretty stumped.

wise dagger
#

don't forget to add the suffix before converting your texture into .paa format

full quarry
#

if the object does not have _CA texture in the p3d you cant

#

transparency flag is baked into the object on binarization

olive pawn
#

Oh ok thank you, gosh cant wait to recompile a whole bunch of models ugh

full quarry
#

transparency is not a good thing on solid models

olive pawn
full quarry
#

no textures are double sided

#

you need 2 flipped meshes

#

but both sides can use same texture

olive gale
#

does anyone know where I can find a to-199 template

#

I found one for the shikra

#

the dlc one

shell field
#

anyone here able to show a fella how to make decent _as and _smdi files mine suck

#

and i cant find no definitive guide on how to do so

olive gale
#

does anyone have a decent pattern for the aaf

#

I want to make a vehicle texture

wise dagger
#

How do I disable shadow rendering on a face? I'm trying to make a feather texture with 2d faces and _ca texture but shadows ruin it (also, is it that right way to do that?) https://prnt.sc/dAyLNrBgKo4w

full quarry
#

what kind of shadow lod you got for that?

#

you dont want to disable shadow for it as that would mean it would not get external shadows either

wise dagger
#

it doesn't have a shadow lod, I mean shadow lod exists but it doesn't have a model for that in it, shadow lod is only for other parts of the model

full quarry
#

you could try treecrown or hair shader on it

wise dagger
#

okay thanks

livid cedar
#

Hello , anyone here has experience retexturing any of the NIArms weapons? , I am trying to retexture the mk mod 0 , after I replace the .paa texture file with the one I modified the weapon just doesn't appear for me in the Virtual Arsenal I didnt change anything other than the .paa texture file didn't touch config or anything

full quarry
#

how exactly do you replace it?

#

my guess is the pathing breaks or your file does not actually get packed into the pbo

dense peak
#

hi guys can any1 tell me how to add Z symbol on the russian tanks/apc

#

(no politics )

frozen blade
livid cedar
# full quarry how exactly do you replace it?

Obviously I unpacked the pbo where the texture is , replaced the .paa and repacked it… I don’t get any errors some weapons just don’t appear , The is dependent on A3_CBA loading both together didn’t solve it either

lethal condor
#

That is not how a Mod works

#

Also, the HG's question implies to ask which software you use to pack it

livid cedar
#

I've copied the whole mod's folder and into a new folder and loaded it as a new local mod this way I don't mess with the original files , and I use PBO manager to pack and unpack the pbo files...

dense peak
#

I mean is there any workshop mod that make texture on tanks because I dont know how to use arma 3 tools

frozen blade
# dense peak Rsh tanks

i assume you mean RHS tanks. And we do not allow any sort of representation of current Ukrainian invasion with out mods

#

i suggest you read our non derivative EULA.

dense peak
#

Ok ✅

lethal condor
# livid cedar I've copied the whole mod's folder and into a new folder and loaded it as a new ...

It already is a big mess.

  1. Do not copy and paste files that you don't even touch
  2. PBO Manager, perhaps good enough to browse but not for pack. This will make everything worse
  3. Addon Builder in Arma 3 Tools is a better choice to pack. pboProject if you can, it's the best but has slightly complicated workflow
  4. You just need to make a PBO that contains the PAA file and corresponded config. That's it nothing else is needed. More like your way is just a gate of the Oblivion
full quarry
#

Niarms is a bit different in that reagards as its released open and allows standalone packaging. Though that does not mean its the best way to do additional weapon mods.

livid cedar
#

Nvm I figured how to do it , I am getting CfgConvert task failed for some reason

#

When I try to cfgconvert without packing using the tools I get the same error

placid elm
#

Hi, I wanted to edit some helmets from SOG to put decals on them. I noticed the files are ebos. How would I go about opening them or is there no way?

lethal condor
placid elm
#

👍 , wasn't sure which one to post in.

lethal condor
placid elm
#

Yeah already found that, no helmets.

lethal condor
#

Hm, then you need to screencap the texture then

placid elm
#

Looking specifically for the pilot helms, I know they are in the characters_f_vietnam.ebo, but since it is a ebo and not a pbo its encrypted.

full quarry
placid elm
full quarry
#

Don't remember if there is unfortunately. Could be instructions have been written down on the BI forums somewhere when the same issue has been discussed with other pbos.

#

Or somewhere in the channels history even.

#

It involves drawing a ui element filled with the texture and taking screenshot of that

placid elm
#

Hmm okay, i'll try to look around and learn. Sounds a bit over my head atm haha

#

Thanks for your help

full quarry
#

I don't think it's super complex in the end but yeh it requires some learning

placid elm
#

If anyone could show me how to do this that would be amazing. Been reading through things and can't really find the way to do it.
vn_b_helmet_svh4_02_04 is the specific helm i'm looking for from characters_f_vietnam.ebo. No idea how to get it to place on my screen

round pier
#

Looking for retextur master

lapis oar
#

trying to do a retexture of the Arma 3 commoner clothes

#

can anyone tell me whats wrong with my code?

#

class CfgPatches
{
class WORM_Polo
{
units[]=
{
"worm_polo"
};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Characters_F"
};
};
};
class cfgWeapons
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class InventoryItem_Base_F;
class HeadgearItem: InventoryItem_Base_F
{
class ItemInfo;
class HeadgearItem;
};
class WormVibes01: Uniform_Base
{
author="Worm";
scope=2;
displayName="Worm Vibes 01";
picture="\A3\characters_f\data\ui\icon_U_C_Poloshirt_blue_ca.paa";
model="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\WormPolos\textures\WormPolo01.paa"
};
class ItemInfo: UniformItem
{
uniformModel="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
containerClass="Supply500";
uniformType="Neopren";
mass=4;
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\WormPolos\textures\WormPolo01.paa"
};
};
};
};
class cfgMods
{
author="SanctusQuoPeccator";
timepacked="1615048399";
};

lethal condor
#

Better to tell what was wrong with it first

lapis oar
#

Model wont appear

lethal condor
#

Do you have Neopren vehicle?

lapis oar
#

I dont think so? its just a bit of script I got told to put in the code to make the uniform swim like a wetsuit

#

do I need to add a call above?

lethal condor
lapis oar
# lethal condor It is not a script, it is a config. No idea who's teaching you, but it is 1000x ...
lethal condor
#

What exactly is the goal, then? Is swimming ability or something even matters/related for you?

lapis oar
#

just wanted to make a retexture of the commoner shorts and give it the ability to swim fast

#

but I'm trying to re-write it now based on the guide

lethal condor
#

Ahem, just in case - do you even know how to make an addon/Mod/pbo?

lapis oar
#

hodge podge but yeah

lethal condor
#

Well so I can assume you know how to make a config right

#

Ah sorry just confused uniformType and uniformClass

#
class U_B_Wetsuit: Uniform_Base
{
    author = "Bohemia Interactive";
    scope = 2;
    displayName = "Wetsuit [NATO]";
    picture = "\A3\characters_f\data\ui\icon_U_B_Wetsuit_CA.paa";
    model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"A3\Characters_F\Common\Data\diver_suit_nato_co.paa"};
    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = "B_diver_F";
        containerClass = "Supply80";
        uniformType = "Neopren";
        mass = 60;
    };
};```This is vanilla wetsuit's config
lapis oar
#

again, hodgepodge knowledge of it but yeah

#

class U_C_Poloshirt_blue: Uniform_Base
{
author="$STR_A3_Bohemia_Interactive";
scope=2;
displayName="$STR_A3_COMMONER_CLOTHES_BLUE_0";
picture="\A3\characters_f\data\ui\icon_U_C_Poloshirt_blue_ca.paa";
model="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\A3\Characters_F\Civil\Data\c_poloshirt_1_co.paa"
};
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="C_man_polo_1_F";
containerClass="Supply20";
mass=40;
};
};

#

and this is the item I'm trying to re-texture

lethal condor
#

A uniform is made of two parts: CfgWeapons entry and CfgVehicles entry. You need to make both to make the uniform valid

lapis oar
#

I was under the impression I could just change the hiddenselections texture to display the new one I made

lapis oar
lethal condor
#

CfgVehicles defines how it looks/behaves when someone wears it. CfgWeapons defines how it behaves as an item

#

And CfgWeapons' this config uniformClass="C_man_polo_1_F"; connects both

lapis oar
#

if I have uniformClass="C-man_polo_1_F"; in the config, do I need tos till write a CfgVehicles entry? or can it inherit from the vanilla one

#

or do I have to do that to make it also display the new texture

#

I tried to teach myself this by pooring through the vanilla configs but my main problem was that the config encompasses so much so its hard for me to figure out what is needed for a single item

lethal condor
#
class C_man_polo_1_F: C_man_1
{
    author = "Bohemia Interactive";
    editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\C_man_polo_1_F.jpg";
    _generalMacro = "C_man_polo_1_F";
    uniformClass = "U_C_Poloshirt_blue";
    displayName = "Civilian 1";
    hiddenSelections[] = {"camo","insignia"};
    hiddenSelectionsTextures[] = {"A3\Characters_F\Civil\Data\c_poloshirt_1_co.paa"};
};```This is the corresponded config. As I told you you can inherit this config so you can make a retextured polo shirt
lapis oar
#

so if I wanted to make, lets say, two shirts

#

one with red shorts and one with blue shorts

#

would I edit the cfgVehicles to make both seperate textures? just the cfgWeapons? or both

lethal condor
#

CfgTextures? What are you talking about

lapis oar
#

sorry typo

#

would each individual uniform retexture need a seperate cfgvehicle and cfgweapon

lethal condor
#

One for the visual and bulletproof/blastproof parameters, which I mean CfgVehicles - one for the actual item entry, CfgWeapons. so both

#

CfgVehicles' hiddenSelectionsTextures part defines what texture it uses when someone wears

lapis oar
#

class CfgWeapons
{
class UniformItem;

class WormVibes01 : Uniform_Base
{
    author = "Worm";
    scope = 2;
    displayName = "Worm Vibes 01";
    picture = "\A3\characters_f\data\ui\icon_U_C_Poloshirt_blue_ca.paa";
    model = "\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\WormPolos\textures\WormPolo01.paa"};
        
    class ItemInfo : UniformItem
    {
        uniformModel = "-";
        uniformClass = WormVibes01;
        containerClass = Supply40;
        mass = 40;
    };
};

};
class CfgVehicles

class WormVibes01: C_man_1
{
    author="Worm";
    editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\C_man_polo_1_F.jpg";
    _generalMacro="WormVibes01";
    uniformClass="WormVibes01";
    displayName="Worm Vibes 01";
    hiddenSelections[]=
    {
        "camo",
        "insignia"
    };
    hiddenSelectionsTextures[]=
    {
        "WormPolos\textures\WormPolo01.paa"
    };
};
#

like this?

lethal condor
#

Might have some error but the idea is correct

#

See if it packs. After you put a { after CfgVehicles

lapis oar
#

C_man_1 is undefined

lethal condor
#

Oh yeah you need to declare it

lapis oar
#

to do that I have to put class C_man_1; at the top below CfgPatches right?

lethal condor
#

No

#

CfgVehicles

lapis oar
#

oh okay

#

and so you declare in whatever cfg you're using the inheritance in

lethal condor
#

Yes

lapis oar
#

🙏 much appreciated

#

success

#

thank you

lethal condor
#

Does it work as expected?

lapis oar
#

Yup

lethal condor
#

Noice

full quarry
spring crescent
#

hey my pc decided to restart itself when i was doing some retextures, now when i open the arsenal theyre all corrupted

#

when i look at the paa it looks good but on the model they turn into a single bright color

#

how do i fix this?

full quarry
#

Convert to paa again and pack to pbo again

spring crescent
#

turned out i wasnt packing that pbo

#

sorry for my brain damage

river furnace
#

This is my first retexturing attempt in arma and I've been working on the RHS HGU56 and have gotten the front patches and helmet to work fine but cannot manage to get the back patches to change. I've looked at some helmets that have rear patches but i can't recreate it

molten scarab
#

I'm having some trouble with glossiness / reflectiveness on a model I've recently completed. Textures were made using substance painter, with an export preset I've used before without problems. I think the problem lies in the RVMAT, but after trying some different solutions, I've yet to solve the problem. When viewing the model in object builder, there seems to be no issues, so I'm at a loss when trying to figure out how to solve this.
https://media.discordapp.net/attachments/910894864265269318/987289543856226364/unknown.png?width=670&height=658
https://media.discordapp.net/attachments/910894864265269318/987289694964445224/icon.PNG?width=586&height=658

full quarry
#

if you setup buldozer to use the new lighting you can preview textures/rvmats bit more accurately

#

I wrote down few steps on that a while back and they got into the PMCwiki Arma 3 modding guide collection

#

which reminds me now that Im orange I can do this

median anvil
#

Is there a way to change the texture of helmets on a character while ingame to make it easier to retexture stuff without needing to pack a pbo and restarting the game?

full quarry
#

no

#

filepatching would be the solution for original texturing but it does not work with retexturing as it requires the original p3d to be present

molten scarab
# full quarry if you setup buldozer to use the new lighting you can preview textures/rvmats bi...

Thanks for the reply! Just to be sure before I mess something up, do I just copy the 4 files in the .7z into P:\bin?
https://media.discordapp.net/attachments/910894864265269318/987443277563314216/unknown.png
And then change the value here to the one you mentioned in the wiki post, with the correct path on my system?
https://cdn.discordapp.com/attachments/910894864265269318/987443332659699723/unknown.png

full quarry
molten scarab
full quarry
#

no

#

the bin folder is

#

The instructions were pretty simple 😅

#

but they do expect you have P drive set up with Arma3P

#

if you have used ArmaTools P drive setup I dont know if it will work

molten scarab
full quarry
#

yes

molten scarab
#

Well I solved my problem. For some reason I was using CA textures instead of CO. I guess doing work late at night can result in stupid mistakes 🤦‍♂️

full quarry
#

👍

jovial urchin
#

Hi,

Could someone pass me the cfgvehicle and cfgweapons of the RV outfits?

In private, or here

Thanks in advance, I'm struggling to reskin them

full quarry
jovial urchin
#

I tried viewing the configuration in game, but I'm not very good at it.
I've had success with several outfits, but not with this one.

full quarry
#

are you sure it can be retextured?

#

also Leopards configviewer addon is very useful as it has a lot better search functionality

jovial urchin
jovial urchin
full quarry
#

try using the setObjectTexture command on them

jovial urchin
#

It works with the help of the addon you gave to me ! Thanks !

full quarry
wise dagger
#

after I started to use buldozer lighting setup, buldozer shows "cannot load texture" error, tried putting a P:\ for texture paths and they got working, any ideas how do I get it working without having to add P:\ prefix?

tardy crown
#

I downloaded the Arma3 Samples https://store.steampowered.com/app/390500/Arma_3_Samples/
for change the texture of the Advanced Modular Helmet (HBK, LDF helmet).
However, the template H_HelmetHBK_01_template.psd seems to have missing parts in some layers.

Does anyone have the latest template for this?

I'd like to report on this issue, but I didn't know where to post it, so I'll post it here.

https://pbs.twimg.com/media/FVucTRdaAAEahTT?format=jpg&name=orig
Picture: Red is missing. It lacks layers such as chin straps and batteries.

full quarry
#

@tardy crown are you sure theres parts missing?

#

the texture looks fairly complete to me

#

detils layer contains I think everything you show as red

#

hmm looks like the background manages to overwrite them somehow

#

ah it seems to be the layer blending method that loses some of the detail layer parts against the black background

#

if you fill the color background with lighter gray for exmple all the details do show up

tardy crown
#

I'm sorry, I didn't have enough explanation.
As you say, the detail layer is included.
However, it seems that some of the coloring layers are missing.
In the image, there is UV on the chin strap near the upper right, but some of it is missing. (Where the fiber details are displayed in red)

#

wait a sec, I'll taking in game pictures.

full quarry
#

you can add color to the color layer and get them visible in any way you like

#

the templates are meant as guides, it is likely they need some work from you to look nice

full quarry
#

you can draw any color there yourself

tardy crown
#

Yes, I drew and filled the missing coloring layer.
The missing details (battery wires and some knobs) are filled in by merging the official textures.
But I wonder why it's missing.

Yes, yes, I knew it's a sample, the template guide, not a source, but I was wondering why those points are missing, though I don't know if it's intentional / unintentional. If it was unintentional, I wanted to report it. That's all.

full quarry
#

liekely unintentional but like I said editing the base color layer brings them all out if you use some other color than black. Or you can use different layer blending modes too on the detail layer

#

or parts of it

#

I believe it just really comes down to it being a simple example base to work from

tardy crown
#

Maybe that's right.
Thanks to your advice, I did find that the battery and knob were passed through and disappeared, and I managed to fix it.
However, there is still a shortage of masks for the chin strap color layer, I made a new mask and fixed it.

#

Appreciate, HorribleGoat!

livid knot
#

hiddenSelections for me are showing up white, despite them being the proper size, being defined in object builder and in the model.cfg

full quarry
#

new object? old object?

#

retexture?

#

what kind of texture are you trying to apply?

livid knot
#

New

full quarry
#

does it have texture set in the p3d?

livid knot
#

No, it just has the rvmat set in p3d

full quarry
#

all mesh should also have texture set so there is a default texture

#

and there p3d gets some texture properties baked into it

#

like transparency

livid knot
#

Ok, that wouldnt solve the hiddenselections issue though would it?

full quarry
#

dunno

#

showing white means it shows what the model has

#

which is nothing

#

so its a lead

livid knot
#

mm I found the issue

#

user error strikes again

spice nacelle
#

Looking for someone who can make some custom uniforms for my community. Where would I go to commission this type of work/find people?

velvet tangle
#

Does cup have templates for retextures I can use?

full quarry
#

some I believe. Might be posted on the CUP website or CUP discord

round pier
#

Hello, need a person who can teach me how to retexture, write to private message

lethal condor
round pier
wise dagger
#

there are some tutorial videos on youtube

round pier
wise dagger
#

you got any error messages or what?

lethal condor
round pier
lethal condor
short salmon
#

Anyone that can give me a clue as to why I'm getting these strange triangle shadows on my object? 😦 I think it has something to do with the RVMAT

https://i.imgur.com/QAzuCR9.png

lethal condor
#

Model issue I'm afraid, seems like a wrong normal

#

Even though I ain't a big modeler guy but that's my guess

short salmon
hexed plover
full quarry
short salmon
still crypt
#

Hey guys, so I'm facing a packing problem with my reskins. So I get the /uniforms_addon/Data/bme_camo_co.paa not found error. I don't get why as mikero dosn't see any issue when packing and copies the image files fine. In the .cpp it's referenced as hiddenSelectionsTextures[] = {"/uniforms_addon/Data/bme_camo_co.paa"}; and my file tree is as follows:

    ├───Data
    │    ├──bme_camo_co.paa
    │    ├──bme_camo_nohq.paa
    │    └──bme_camo.rvmat
    └───UI```

any clue? thansk guys
iron thunder