#arma3_texture
1 messages · Page 52 of 1
I heard you, and it didnt work. On top of that, the rest of the model doesnt contain default textures, and works just fine
ok good luck with your mod then
I dont really want to waste time fighting with people about the fundamental rules of mod making.
I wasnt at all fighting with you...? I did exactly as you said and it didn't work for me.
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??
Nope
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
Which means you can't
yep even without bi crazy encryption i dont deal with models so a bust either way
how does one set up an rvmat emissive value so it's only really visible in low-light/dark conditions?
I remember it being possible with like 'cat-eyes' on the back of pagst helmets
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
Is it a 3d sight reticle or a 2d modeloptics one?
rvmat doesn't work on modeloptics. It did in A2 at release but stopped after Arrowhead and has never worked in A3
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";
It's a 3d sight but uh, a ui model one
the rvmat definitely works for it
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)
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
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.
what size were you using?
950x1100
If there are specific rules for the size of it and you know them then Id love to learn them
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.
Thankyou for sharing that, ill save it for later for sure
This isn't just an Arma thing either, it's a standard so its good to keep in mind
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.
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.
Does it default to _co if its not specified in the name of the texture?
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.
Thanks for your insight tonight, appreciate it
You are welcome, glad to hear that you were able to resolve your original problem, onward to creation!
Anyone know why when exporting textures from substance there are a few smdi textures that are yellow and orange?
depends on your spec and gloss maps. orange/yellow would indicate high specular and low gloss, where pink is low specular, high gloss
ah ok
If someone knows how to create and apply texture, please take a look at this mod:
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
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?
Does it matter if i make textures before vertex groups?
Nope
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
png ,jpg. it all fails to convert
2048x2048 is most typically used
Did you get it to work?
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
It may take few years to shrug that off 😅
Does my model have to be joined in a single group or it can be multiple parts
?
What program and i use to gen SMDI and AS files
Multiple parts is fine, usually preferred to reduce poly/vert count
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
Am i doing something wrong?
You can only merge config files.
rvmats don't work as far as I know, but they might reload automatically like textures. Not sure though
rvmats update live with filepatching
Uhm filepatching?
yes
Ill look into it thanks
needs to load unbinned p3d too
Looking for someone to Texture some stuff for starsim, if someone can hmu with a dm to talk about it
in relation to texturing ive been looking for the Ghost Hawk anyone know were i can find the psd?
or is this not where i ask?
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
ok thanks
Can arma handle 8192x8192 textures? They’re fairly low detail but high res
the largest texture I've come across so far is 4096 for the Sam turrets, "BI" says 4096 is the largest the engine can handle
regardless of detail I'd match the resolution to the base texture's resolution for which ever item\vehicle your working with.
I was aware of the 4096 note,
But I have it working with 8192, but then on another build it doesn’t work, it just shows up white.
I’m trying to isolate if it’s just inconsistencies because the engine can’t reliable read 8192 or if I’ve screwed up something else somewhere.
Base resolution isn’t really applicable because it’s a fresh texture
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
8192 isn't "officially" supported, but might work-ish
You are doing something very wrong if you think you need 8k texture@mystic cypress what are you making?
maps to use on screens/mfds
For a modeled screen 4k works just fine. Even 2k works since the screens are small and far away.
8k would eat up immense amount of gpu resources too
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
I see. Tiling is what makes it somewhat performant and working though.
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
buildings should use multimaterial rvtmat for their surfaces
its a Arma specific technique to mix 2 uv channels and it uses a mask texture to draw tiled textures on surfaces
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
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.
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.
there is a wiki page about multimaterial
that should help to at least understand the concept a little better
tiled uvmapping does not fit into single uv space
it can cover multiple ones
beacause the texture is tiling
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
thats the one yes
you can probably also find some more info in the maker channels here and possible on the BI forums editing section history
it will need some learning to get it working right
That I wasn't aware of, now it all seems manageable
but it will be the right way to do buildings
actually this is the tutorial I meant
Wow, this comparing to how I've been figuring out modding so far it almost feels like cheating, cheers for that wiki link
there is a lot of information online. it just takes a bit to find it
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
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
👍
is there a proper way to "extract" the dt map of a dtsmdi texture?
learn how channels in your image editing tool work, then you'll know how to seperate them
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
Substance Painter
arma does not use meatalness
specular/gloss workflow is different from pbr metallic/rough
i mean i tried just taking the red channel as it should but it didn't worked
how did it not work?
what are you trying to do?
This is how it looks, what i was doing is simply making a new image out of the red channel of the dtsmdi https://imgur.com/ZdoqVGJ
yes that looks like a texture 😅
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
does anyone have a retexture template of the base game sandbags?
and while I am at it, if there are any for the Cargo Buildings that would be great as well
not official templates at least. Also do those objects even support hiddenselections 🤔
hmmm the sandbags might not, now that I think about it
dont see anything in the relevant arrays
terrain objects rarely have that since terrain objects dont use hidden selections
buildings are counted as terrain objects?
I guess I thought that terrain objects would be used to describe trees and rocks
most static objects are terrain objects
ahh I see
Anyone know what could cause my NOHQ to not work in arma? it works fine in object builder
https://imgur.com/gallery/q8Xsp3k (its a little dark but it says test on the side)
But it worked fine on my gun which was right above it?
tested it to make sure even in sunlight it doesnt work
perhaps something got broken in the rvmat
or the path is not right
or model vertex normals did not export right
decided to switch from treeADV to super shader fixed it
(used tree cause base game camo net also used it)
any of y'all know of anyone who has rextured the vanilla mopp suit to be m81 or dcu?
https://steamcommunity.com/sharedfiles/filedetails/?id=2793899850
Shameless self promotion but my mod has done both. The license allows for you to take the textures and include them in another mod too.
very cool! 👍
wow thanks ive been looking for this for so long
@placid lagoon there's no actual m81 option on the cbrn what you have it a tropical multicam
out of curiosity is there any interest in photoshop templates for vehicles and a few props?
People usually like those. There is a community template thread on BI forums too
Any idea what's causing this weird noisy effect on my transparent texture?
screenshots below:
https://cdn.discordapp.com/attachments/566060230824165383/964927137796743168/20220416123347_1.jpg
https://cdn.discordapp.com/attachments/566060230824165383/964927138140667944/20220416123358_1.jpg
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
I had this issue awhile back
apparently one way to fix it is to change the alpha slightly lemme find my notes
Yeah ok the solution was the parts of the texture that you have 100% transparent, change them to be 99%
this sounds stupid but it seriously fixed the same issue I had on plane instruments
ie. from black to very dark grey in the alpha channel
Kk I'll try it out, thanks
is there an easy way to convert arma 2 smdi to arma 3 smdi?
the arma 2 ones end up being a bit too bright in arma 3
Not really. A2 and A3 lighting is different. all the textures and rvmats need adjusting
ok, what would i use for a flat texturing then?
if i want no particular specular effect
or i want to just display a flat color from the diffuse?
should i just remove the stage 5 in the rvmat?
ok
i assumed it would use some flat values if the stage was missing
you may need to darken its texture
and possible adjust the rest of the shader values
alpha?
alpha is transparency for diffuse
but i suspect that in smdi textures, rgb and a arent exactly being used for their png-counterparts
so theyre just used as information channels
yeah, so im wondering which channel i should reduce
it makes the model look like a black hole at night
im not sure smdi will ahcieve what you are looking for
so i tracked the issue down to the smdi
you sure its not your AS texture and ambient values in the rvmat
my AS texture is just "#(argb,8,8,3)color(1,0.58,1,1,AS)";
eh?
well that would darken it quite a lot in shade/no light situation
so 1,1,1,1?
worth to try to see the difference
how light works is combination of many things
yes, and im asking you which things i have to turn down to make this texture not so sunburnt
what is the flat default texture values for the smdi?
no specular i assume 0 on g
so like 1,0,?,?
how do i generate a flat smdi?
there is sample super shader rvmat in P:\A3\data_f\
you could also try turning the specular values and specular power down
just leave all the stages out?
no
i dont see how that's useful in any capacity
oko
wont hurt look through all of them
"#(argb,8,8,3)color(1,0,1,0,SMDI)"
for people looking for it
nope, still as white as... bone
perhaps pastebin your rvmat and post picture of the model
or try the default_super rvmat on it
for comparison
ffs
this is skin shader
it is .rvmat
right. have at it
im really confused now
skin shader works completely different from other shader types
if youre going to berate me, atleast tell me what im doing wrong
you did not give detailed context
you didnt ask
ok
i dont understand any of this
how am i supposed to know which values are important and which are not
look up the wikki page for skin shader
context of question if important.
you could have started: im trying to convert arma 2 character textures/materials to arma 3. they come off as too bright
i didnt know there is a significant difference between regular character models and other models
if you want easy way, just take the vanilal skin rvmat from A3
they dont align
the UVs
Arma 3 stores the head separately from the arms
where as on these textures, the head/face is with the arms
then you will need to device fitting textures to fill the blanks
so there is no process i should follow?
the biki page for skin shaders is arma 2 docu
is it still valid for arma 3?
no. the skin shaders are different in A2 and A3
so how do i make one for arma 3?
that's for arma 2
scroll to the bottom of the page
and so there is no conceivable way to adjust the specular brightness of a skin shader?
what is the channel of smdi in arma 3 that holds the specular highlight values?
so what should i be looking at?
the default_super.rvmat? that skin shader article for arma 2? despit arma 2 and arma 3 being different?
ok, i solved it
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
there
Hey does anyone know how i can find that template thing used to texture my Arma3 characters face?
What is a good source for finding camo patterns for texture use?
there are pattern generators online
other than that studying photos and painting your own usually has best results
@tender knot https://flippednormals.com/downloads/camo-generator/ ive been using this one since I found its for adobe subsatance 3d but the player is free to use
https://forums.bohemia.net/forums/topic/176288-community-texture-templates/?do=findComment&comment=3458227 Marshall template is done just need to work through the rest
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
so asking is there an easier way to do it for the complex camo patterns?
if you want to keep the same pattern not really. (not that i know of) you can rebuild the texture and identify the parts but that will probly take longer than using replace color
oh no i dont want to keep the pattern
the problem is when i try to replace the colour it looks like a paint can thats been thrown into a blender
its patchy as hell and just unsightly
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
only other way i can think of is to identify everything and build a new texture
fennek is the strider right?
oh forgot theres a nato tex for a couple aaf vics a3\soft_f_beta\mrap_03\data\ (mrap_03_ext_co.paa) is the nato paa for the strider/fennek
oh ok didnt know the strider and fennek are interchangeable
isnt the fennek just the rhs name
nope
AAF
and its in AAF green camo
so its all digi to hell
and what im trying to do and struggling with is make it the simple olive drab
what mod is it from
but because its all crazy pattern ill probably have to paint over it
its not a mod
its base game
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
There is a NATO color scheme of the Fennek aka Strider already in the game!
yah thats it
i thought the strider was the buggy added in apex
You don't need to make a texture for a NATO Fennek cos it's already there :D
with the open top roof
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?
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
good to know and yes im using gimp
Hey guys!
anybody doing retexture to mods?(equipment, helmets, vests, uniform)
Many people do that. This is the main channel to ask questions about how it works.
yeah looking for someone who can do it and get paid
That would be #creators_recruiting
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.
Wdym?
I do liv. for this guide https://www.youtube.com/watch?v=jzI2mh3P134&t=2004s&ab_channel=PatriotSIBLex90
(But it's on the rus lang)
so you use the script command setObjectTexture
that command expects that you either have full "path\to\texture.paa" if it is in a mod pbo
or that the texture is in the mission folder
otherwise it cant find it
I didn't really understand, that is, I need to create a mission with pbo for it to find it?
you either need to create a mod or mission where you put the texture in
when you save a mission in editor they are saved in your windows\user folders
Well, let's take a mission.
google can tell you where exactly
then you find the mission folder
somethhing like: hammocksAwesomeMission.Altis
you open that folder and copy the .paa you want to use into it
then the command can find it
ok
thx
Wait, what if you replace the skin that is already in the folder with just a replacement?
Or nothing will happen,
?
@full quarry
what folder?
C:\Program Files (x86)\Steam\steamapps\common\Arma 3!Workshop@CUP Vehicles\addons\cup_airvehicles_ka52.pbo.cup_vehicles-1.17.1 texture
What is like this
no that you cant do
you dont modify other peoples mods
you can make a new mod that uses the cup KA52 and puts your texture on it
but you dont replace the original
hello, I have a question, how do you create an ENV texture?
take a screenshot of scene
edit it into correct resolution
fiddle with color balance etc until it looks like whay you want
any way to edit it so it has the "fisheye" effect?
many
you can render it from 3d model
you can use image editing software
you can manually paint it
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
I have a transparent glass material and I noticed I can't see smoke, dust, particles, other glass or water through any of my glass materials
screenshots below
https://cdn.discordapp.com/attachments/566060230824165383/966468900118220842/20220419222541_1.jpg
https://cdn.discordapp.com/attachments/566060230824165383/966468900738973736/20220419222543_1.jpg
https://cdn.discordapp.com/attachments/566060230824165383/966470901870780497/20220420184407_1.jpg
https://cdn.discordapp.com/attachments/566060230824165383/966470902336323684/20220420184409_1.jpg
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?
https://ibb.co/XS1RdLy This is from JPG from script
https://ibb.co/60PXWd8 This is after PAA convert and upload into a mod
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.
Try bringing the glass faces to the top of the stack (under Face ordering).
exported as a tga, used _CA, selected windows and hit move to top
How transparent is it? More or less 50%
probably like 10% opacity
these are the textures
What rvmat shaders you got?
Try using the default super from data f
Is there something I can do to make to look not shit?
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
Hello guys a quick question how can i make so a picture with transperent background something like graffit in arma ?
tga and than convert it to paa?
png to paa, or do you mean how to code picture you have into a game?
No i mean in texture viewer what settings do i have to set for texture to have transperent bacground
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
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 ?
That did work ty.
Also do you guys know anyobject in arma where i can apply this texture so it shows on ground ?
you would probably need a custom decal object for that
blood?, its object its square and pretty large
Blood actually worked ty.
does anyone have a decent retexture template for the A2 AK107 + GL? currently porting it over using the Licensed Data Packages
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
ahh I see, thank you
Doesnt A3 use 2048x2048?
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).
Newer vehicles use 4096x4096px (like Jets/Tanks DLC stuff) but 2013-2014 era base game assets are mostly still 2048x2048px.
I have seen you mention live loading textures just to make sure im doing this right i need
to be on dev
have file patching on?
have an unbin model
then i can just change the rvmat and it will change the textures?
You also need the rvmat and textures with the model in correct places like arma3\mod\folder\structure\file.rvmat/paa
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
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.
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
did you make the alpha channel fully transparent?
like solid black?
for this kind of thing you would want _CA suffix on the source texture before conversion
yes
not fully
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
you would leave that part solid yes
thanks!
try saving the source as tga
hmm same thing
youll need to link them
wont let me
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

i can link in every other place but this one idk
race has nothing to do with it.
ofc not, was a joke 😛
what does the texture you got look like?
and have you tried it with the default super shader from P:\a3\data_F?
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
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
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
ye i made that, but dont know how to get it working
they need to be plugged correct stages of the rvmat
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
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
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
ok thanks
tga dont work at all, it just makes all solid color
odd.
ye i get the normals to work and everything, but the bottle is just solid white now
you use photoshop?
so far from all the problems people have with it Im convinced its status as "industry standard" is quite exaggerated
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
white background
sounds like your alpha has not exported right
try png then
or try some other program
like gimp
then background is grey, and in buldozer its 100% transparent
put this on the bottle
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 😅
gimp actually worked, somehow.. tho the label is all black but the bottle itself is transparent
odd
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
i will end up having brain damage haha
perhaps the rvmat broke
no, ive tried with different ones.. it just wont work
can you upload the texture?
so on my test cube here you can see the blue is little bit transparent as it should
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 😅
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
wee
again, thanks alot man.
hwo do you make OB have that background :o
😅
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
Where would one find such a config for lighting?
any vanilla terrains config can be used for example
livonias might be most "neutral"
Has BI released the Syndikat Tiger Stripe type camo for use in retexturing? Or know where I can find it?
What are the things that I need to retexture Atleast cup
I wanna start retexturing
Anyone got a template for a crye g3
might be good to say from what mod
Cup or rhs
rhs doesn’t provide templates, cup might
@knotty marsh can we get a tutorial in the biki to do this please?
it seems very useful but so hard to figure out

@bronze gyro this pretty much covers it though the main goal is to get clutter work in Terrain Builders Buldozer
Preface I want to start by saying that my intention isnt to make a quick-and-dirty guide to getting clutter working in Buldozer. I think its important to try and understand how the technology works, so I will explain in probably too much detail how I figured this out. While trying to determine if...
thanks but its still hard to figure out what to put where since thats for clutter it doesnt explain the lighting part
any chance i can get some documentation on modeling insignias onto vests
also what should the bulldozer startup params be?
Have someone write it and I can post it yeah
ight i'll write it if i can finally figure this out
I'll put something up when I can.
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)
is there a way to resize a PAA other than re-generating it from a PNG?
older tutorials should be still valid, nothing has really changed in the recent years
no. and editing .paa is not usually best idea as it is compressed image format. editing the source file has better results
the .pbo thing is what stops me most the time
most send you to dead armaholic links
Anyone out there made or can make a penguin face paint?
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.
you need to post links to pictures
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
lots of little tweaks like Goat said as a start I pick a color I like and half the saturation and start there
alrighty
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.
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
which file?
either of them. I can't find the location of the .paa or .co
_co is the .paa
what name are you looking for?
and how?
gear is usually in character pbo
U_O_R_Gorka_01_F
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
What? p3d isn't a texture
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
I know. I’m only able to find the 3d model I cannot find the .paa is my issue
Where are you looking at in the first place?
Exact folder
I’m not at my computer rn as I already headed off.
I’ll figure it out tmmr
The exact folder it was
It is simply located in a3\characters_f_enoch\Uniforms\Data
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.
Parallax you mean right? As far as I tried (using terrain rvmat into a normal object) causes an insta CTD
yeah, just wondering if someone ever got it to work. guess not then
Don't think it works unfortunately
How do you guys make ur preview pictures for equipment? (uniforms, vests, helmets, etc)
Thanks. I got it to work
Not sure if this is the place to ask but im in need of help retexturing some uniforms if possible?
this is the place to ask yes.
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
The Arma 3 samples on steam have some if I recall right. And BI forums has a thread for community made templates
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
@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
Not sure what this means lol "Second of all RHS tolerates retextures when they are made right through config patch mods and hiddenselections, as in no repacking of RHS files."
and yes, will be private, wont be sharing any files with anyone, only photos and videos of the camos
and I appreciate the answer man🙏
its not really private anymore at t that point either
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
im not sure what repackcing means
like all retextures should be done
you take RHS files
put them into your mod
pack
== repack
ohh right ok
your retexture mod will only need a config file that creates new classes of RHS items
i would just replace the old ones with my retex in the rhs files
no
this is exactly the wrong way
oh ok
you can use the rhs textures to paint over and then pack those new textures into your own mod
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
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
All good, thanks man!
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)
Not possible
😢
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
some sort of overlay maybe
I would not really waste time on such
its a bit silly effect
ofc it is 🙂 its a game man, why would you say that hehe
if you get somethin in your eye your vision blurs
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?
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.
you would need to do some sort of screen overlay UI thing
?
oh nice
Hey , Could someone explain to me how to make RVMAT for retexture?
After days of struggling, I still have something like this
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
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?
Was wondering because I see no texture variation mods in the workshop for those weapons.
the textures themselves got pbod realtively recently
but the textures have been possible to access through in game
Thanks, will check it out
anyone got texture templates for the Assault Boat? (B_Boat_Transport_01_F)
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?
if you are somehow saving it in some incompatible bitdepth then perhaps
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
Appreciate the pointer, I'd nearly given up
👍
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.
Can a vehicle have multiple textures like turret, interior, body?
yes
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
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
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
I am having a boat load of trouble getting this rvmat open, any help/advice?
wheres the rvmat from?
you dont need to modify rvmat for regular retexturing
retexturing is done through config pathc mods that path hiddenselections to use your new textures
How do I get the main texture then? I can't seem to find it
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
Is there a recommended texture size for gui elements that are used in the CfgMagazines?
ping me if anyone has a an answer pls
check out the vanilla magazine ui texture for reference
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
For example if I add a beard texture, it appears like a shade instead of a full on beard also
If anyone cares, this is the set of templates I made for retexturing almost every piece of vanilla equipment in the game, along with an examples of how to use them.
https://www.dropbox.com/s/dqfc5nlzrhe16ji/arma3_vanilla_templates.rar?dl=0
are these though the player selectable custom face or via custom identities?
@full quarry player selectable custom face from profile menu
Yeh those are pretty broken.
For that kind of stark contrast faces you will need to make a new face/identity configs and materials set
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
Could be it was used on some character with different face material
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
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.
It's combination of the specular power, specular values and the smdi texture
aight so i can't just simply edit one file? i have to do both for the most part?
Yes
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[]?
What uniform?
Rmvat causing model be black usually indicates rvmat is faulty
Bad path or faulty texture
df15 from rhs
I just copied rvmat from rhs and only replacing path to new textures
nohq texture
and smdi
https://prnt.sc/syAhDrLINn1p
That normalmap texture is not right at all
The same was in rhs
I only added a patch
This is original https://prnt.sc/9VywBAOtZUPJ
Odd.

Then likely your texture pathing is not right and engine can't load. The textures
you certain that is the original RHS texture?
weird...
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
Did you wrote right HiddenSelection[]?
I will be, wanted to test it quick first though. I found the issue, it was with the texture itself and the \ was wrong as well, thanks!
Who knows where to find the file path to this building?(PBO file you need to find and repaint the building)
https://i.imgur.com/1xshmKM.jpg
I kinda doubt its made so it can be retextured
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.
use your texture with _ca suffix
don't forget to add the suffix before converting your texture into .paa format
if the object does not have _CA texture in the p3d you cant
transparency flag is baked into the object on binarization
Oh ok thank you, gosh cant wait to recompile a whole bunch of models ugh
what kind of a thing are you trying to do
transparency is not a good thing on solid models
I have props I made to be retextureable and buildable for custom levels, so essentially glass planes like windows and whatnot. User textures are not double sided so I have to use 2 user textures rather than 1 prop.
no textures are double sided
you need 2 flipped meshes
but both sides can use same texture
does anyone know where I can find a to-199 template
I found one for the shikra
the dlc one
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
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
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
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
you could try treecrown or hair shader on it
okay thanks
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
how exactly do you replace it?
my guess is the pathing breaks or your file does not actually get packed into the pbo
what russian tanks? there are no such tanks in vanilla
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
That is not how a Mod works
Also, the HG's question implies to ask which software you use to pack it
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...
Rsh tanks
I mean is there any workshop mod that make texture on tanks because I dont know how to use arma 3 tools
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.
Ok ✅
It already is a big mess.
- Do not copy and paste files that you don't even touch
- PBO Manager, perhaps good enough to browse but not for pack. This will make everything worse
- 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
- 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
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.
I was doing it like that because I kinda clueless with config , is there a tutorial on how to use the Addon builder somewhere?
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
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?
No crosspost - your post in #sog_prairie_fire has been removed
👍 , wasn't sure which one to post in.
https://community.sogpf.com/d/537-prairie-fire-texture-templates
And the answer - I'm not sure if it contains the helmet, but might in it
Yeah already found that, no helmets.
Hm, then you need to screencap the texture then
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.
You can't get the actual files and templates for those have not been released yet.
You can however use scripting in game to draw the texture on screen and screenshot that to work with.
Gotcha, appreciate it. Is there a written guide or video on how to do that you could link?
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
Hmm okay, i'll try to look around and learn. Sounds a bit over my head atm haha
Thanks for your help
I don't think it's super complex in the end but yeh it requires some learning
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
Looking for retextur master
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";
};
Better to tell what was wrong with it first
Model wont appear
Do you have Neopren vehicle?
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?
It is not a script, it is a config. No idea who's teaching you, but it is 1000x better to read this guide:
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Uniform_configuration
https://forums.bohemia.net/forums/topic/200297-solved-how-to-make-a-uniform-able-to-swim-underwater-like-a-wetsuit/ it was from this
Hello! I tried searching online but i didnt came with any results, Im trying to make my uniform able to swim normally or dive like a wetsuit even though it isnt a wetsuit. I think there is a config example but when i open the wetsuit config i still didnt find what makes it diveable. Is there a po...
What exactly is the goal, then? Is swimming ability or something even matters/related for you?
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
Ahem, just in case - do you even know how to make an addon/Mod/pbo?
hodge podge but yeah
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
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
A uniform is made of two parts: CfgWeapons entry and CfgVehicles entry. You need to make both to make the uniform valid
I was under the impression I could just change the hiddenselections texture to display the new one I made
one defines the item and another makes it a physical item you can use right?
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
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
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
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
CfgTextures? What are you talking about
sorry typo
would each individual uniform retexture need a seperate cfgvehicle and cfgweapon
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
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?
Might have some error but the idea is correct
See if it packs. After you put a { after CfgVehicles
C_man_1 is undefined
Oh yeah you need to declare it
to do that I have to put class C_man_1; at the top below CfgPatches right?
No
CfgVehicles
https://community.bistudio.com/wiki/Class_Inheritance
Read this for more info
Yes
Does it work as expected?
Yup
Noice
@rugged lagoon #creators_recruiting is the correct channel for that.
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?
Convert to paa again and pack to pbo again
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
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
object builder uses the old lighting system by default so it does not represent what a thing looks like in game properly
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
Buldozer real Arma 3 lighting setup sample (stratis config included)
https://pmc.editing.wiki/doku.php?id=arma3:modeling:buldozer-lighting
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?
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
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
your P drive is not set up with Arma 3P is it? your config file has not been converted to .cpp
Those are the contents within P:\bin.
I do have a config.cpp within P:\a3:
https://media.discordapp.net/attachments/910894864265269318/987447217008803920/unknown.png
Is this the correct folder to copy the .7z contents into?
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
That's correct, I used Arma 3 Tools to setup the P drive.
Is this what you are referring to?
https://community.bistudio.com/wiki/Arma3P
yes
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 🤦♂️
👍
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
What kind of problem have you have?
Have you tried the ingame config viewer or creating a "all in one" config dump so you can easily browse through the vanilla configs?
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.
are you sure it can be retextured?
also Leopards configviewer addon is very useful as it has a lot better search functionality
I'll check with that, thanks !
Not sure about that 😦
try using the setObjectTexture command on them
It works with the help of the addon you gave to me ! Thanks !

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?
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.
@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
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.
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
https://pbs.twimg.com/media/FVuoC1NakAA1kSz?format=jpg&name=orig
Official Texture
https://pbs.twimg.com/media/FVun9sdaAAAxmS2?format=jpg&name=orig
Using Template
https://pbs.twimg.com/media/FVuoF8RagAErguY?format=jpg&name=orig
with Highlight (Red is Missing Color layer)
you can draw any color there yourself
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.
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
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!
hiddenSelections for me are showing up white, despite them being the proper size, being defined in object builder and in the model.cfg
New
does it have texture set in the p3d?
No, it just has the rvmat set in p3d
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
Ok, that wouldnt solve the hiddenselections issue though would it?
dunno
showing white means it shows what the model has
which is nothing
so its a lead
Looking for someone who can make some custom uniforms for my community. Where would I go to commission this type of work/find people?
Does cup have templates for retextures I can use?
some I believe. Might be posted on the CUP website or CUP discord
Hello, need a person who can teach me how to retexture, write to private message
No meed to go DM. Just here
If you can explane me how to retexture from zero, i can listen you here
there are some tutorial videos on youtube
Yes i checked them, but everything wrong with my retexture, but i follow this videos
you got any error messages or what?
You obviously need:
- Texture
- Config
- Addon Packer
- Arma 3
How would I start to explain?
I have:
Texture
Addon packer
Arma 3
I need:
Config
Okay let's go to #arma3_config
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
Model issue I'm afraid, seems like a wrong normal
Even though I ain't a big modeler guy but that's my guess
That was my first thought too, but thats not it 😦
here we go, this is how it looks without an RVMAT hence my assumption. https://i.imgur.com/uGKIfQk.png
Does anyone know what typically causes these kind of texture warping? Same model, same texture on different vests
https://i.imgur.com/cj0QyIw.jpg
What type of rvmat do you try to use? Does it have normalmap? Could be bad normalmap or smooth edge along the bottom ring
Mesh not triangulated
It does have a normal yes, I will look into that with smooth edges. Thanks!
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
for starters, write your paths with back slashes
I told you the p3d MUST have set of default textures assigned to it

