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Found 7 results

  1. This is a script I wrote to improve and speed up my workflow for the mod I'm working on. I decided to share it with the rest of you in case you are as frustrated as I am while iterating textures. It's pretty easy to use but for the sake of clarity I will write down details. Why? Copying and collapsing layers into their corresponding channels (gloss, specular, alpha etc), save as .tga, browse to correct data folder, write the name of the texture (in case your PS file had a different name), select number of bits, export, open TexView, save as .paa. <---- This times the number of textures needed to complete the asset takes a lot of time, especially when iterating. Also, working with channels in Photoshop can be tedious and this script/workflow fixes that too. So, what does the script do? All of these steps. .tga and .paa files are outputted. It forces a workflow but it is, in general, a good one to follow anyway. In detail, this is how the workflow works. 1. Setting things up: The script can be anywhere on your machine. The PSD can be anywhere on your machine (but in general place it in your source folder). To setup the Arma 3 Tools path for the script, open ps_to_paa.jsx (in notepad is fine), on the 4th line type the path to your Arma 3 Tools. To setup your EXPORT path, in Photoshop go to File>File Info... and type the path in the Description field. For example P:\myMod\data. Do not write/paste the last " \ ". This has to be done for each PSD you make. To setup an export keyboard shortcut (which is very much recommended): open the Actions window in Photoshop, "Create New Action", name it something like PS_To_Paa, set function key to any of your preference (I use F7), hit Record, Go to File->Scripts->Browse... and load the ps_to_paa.jsx file you downloaded. Stop recording. Now when you hit F7 the script will run. 2. PSD authoring Workflow. The workflow is based on Layer Groups. It does NOT support having layers outside of groups but hidden layers inside groups are OK (won't be exported). Groups within groups might not work (haven't tested it). Each texture, for example "myImage_co", has it's own group. In some instances, for example if you want an alpha channel for your "myImage_co" texture a special type of group is created, namely "myImage_co.a". This will during export place the information in the alpha group into the alpha channel. The exporter needs and will make use of the alpha channel in the document during export so consider it not yours. Also, please make sure there is an alpha channel in the document before attempting to export. Multiple alpha channels in the PSD is not supported. The script reads and processes following Layer Group names as something special: ".a" - alpha channel of a texture. Example: image_nohq.a ".specular" - if a specular AND a gloss group exists in your PSD it will combine these for you and fill the Red channel with 1. The texture exported will automatically be named _smdi. Limitation: you cannot have multiple spec/gloss textures in your PSD. Example: image.specular and image.gloss ".gloss" - see specular description ^ ".shadow" - Diffuse Shadow part of an ADS/ADSHQ texture - If you're only using Ambient Occlusion/ want the same data as AO in the shadow this group can be ignored. Example: image_ads.shadow "hq.shadow" - same as ".shadow" but as high quality. Example: image_adshq.shadow "REF" - group isn't exported. Example: REF_image See attached image to get a better understanding of what you PSD should look like when following this workflow and what textures it will produce. NOTE: This script was mainly created for my own work so I haven't made it bulletproof. There is almost no exception handling. Errors in your PSD won't be resolved by the script and could break the export half ways and you will have to clean up the mess manually. Undo is not supported but if you undo long enough you'll get back to your "real" history, assuming that you have enough History States. If I see a lot of interest in this, I might come back with one or two updates. One feature I'd like to put in is an option to flip the green channel on export to support for example OpenGL normals maps on the source side (Maya for example) and DirectX after export. Feel free to drop suggestions and if I forgot to mention any step, let me know. Download Photoshop To PAA here (right-click, save target as)
  2. So im looking for someone that would be able to texture my Aligator vehicle from my Slovak Armed Forces mod that i have been working for some time now. Im still noob and learning all the stuff around and figuring them out slowly and texturing and rvmats are whole new segment of the modding for me. Ive already have some textures for this vehicle from Yano ´s older aligator project that he gave me to use. They are still usable i think. So if theres someone who would be able to help and completely finnish the textures please contact me. I would be really glad :) PS: Dont mind the glass texture on some places where it shouldnt be. WIP :P
  3. I have been working on doing some retexturing of some Arma 3 vehicles for a MillSim unit I am a part of since we are thinking about using them in our operations. I’m getting close to being done with a few of the textures and will be starting on writing the configs for the texture pack soon. Being new at modding in Arma I have a question when it comes to writing the configs. From all the tutorials I can find it seems like the “standard” way to do this is make a new vehicle that uses the same configs and model that the vehicle I am retexturing uses, but just with my new textures. I kind of don’t like this Idea as I would much rather just add the texture to the list of available camouflage options for the existing vehicle instead of having a full new vehicle. Does anyone know how I can add my new textures to the list of available textures for that vehicle so it can be changed in 3den, or can point me to some resources that can help? Or is there a reason that I should make each one a new vehicle? Thanks for the help in advance.
  4. Hey, I´ve managed to get a detail map (_dt) with Super shader (.rvmat) in game. Everything is working quiet well, only that the colours are way too strong, it basically miss readys the alpha channel. Colours which should be at about 10% visibility are at almost 100%. Does anyone had experience with that problem before? Ps: For the texture, I have exported the texture_ca.png to texture_ca.paa and renamed it to texture_dt.paa. (exporting as ca works better than dt, see pictures) What the texture should look like http://fs5.directupload.net/images/170414/gn8dqwb3.png What it looks like with _ca export http://fs5.directupload.net/images/170414/x5gbdevp.png What it looks like with _dt export http://fs5.directupload.net/images/170412/ihxtojl9.png (ignore the error, solved already) Thanks for helping! MfG Benno .rvmat file
  5. I have made a retextured version of a weapon, the KAC PDW by Robert Hammer. I want to make this into its own mod, or at least make it so that both my retextured version and the original version can be added into the game at the same time. Currently, when I add the original and the retextured version, the retextured version "overrides" the original, and it also does not let me add attachments or change the fire rate. I would be very grateful if someone knew how to fix this.
  6. Hello there! I'm looking for a clear list of which different "texture layers" (or maps) to make for my model and I would like some advise for where to look for tutorials etc. As of now, I know of these types of maps: Diffuse (General color) Opacity (Opacity, greyscale) Bump map (White is "pop-out") Normal map (Something like bumpmap, but different?) Specular map (Shinyness) Glow map (Glow in the dark, used on chemlights?) Reflection map (The how well if reflects other objects) source for this list. When texturing, is it correct that maps I assign to the model in blender, will be carried over to Arma through Object builder? - In that case, I should be able to use general blender-texturing tutorials as reference, right? As of now, this video is the best explanation of realistic texturing in blender, I have found. Any kind of pointing-towards-where-I-can-learn-more is much appreciated! // JustMathew
  7. Up until now, I've been able to retexture plate carriers for NATO without a problem. However, after the Personal Protection update rolled out on devbranch, I haven't been able to change textures for the "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", and "V_PlateCarrierSpec_rgr". CfgWeapons_NATO: /// Vests class V_PlateCarrier1_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier1_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier1_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; descriptionShort = "$STR_A3_SP_AL_III"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 16; PassThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; class V_PlateCarrier1_mtp: V_PlateCarrier1_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier1_mtp"; displayName = "$STR_A3_V_PlateCarrier1_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier2_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier2_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; descriptionShort = "$STR_A3_SP_AL_IV"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 20; PassThrough = 0.2; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 20; PassThrough = 0.2; }; class Body { hitpointName = "HitBody"; passThrough = 0.2; }; }; }; }; class V_PlateCarrier2_mtp: V_PlateCarrier2_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier2_mtp"; displayName = "$STR_A3_V_PlateCarrier2_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierRecon_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierRecon_rgr"; scope = 2; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; displayName = "$STR_A3_V_PlateCarrier1_rgr_V_PlateCarrier_Kerry0"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrierRecon_mtp: V_PlateCarrierRecon_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrierRecon_mtp"; displayName = "$STR_A3_V_PlateCarrierRecon_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierGL_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierGL_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; overviewName = "$STR_B_SOLDIER_GL_F0"; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page09_ca.paa"; descriptionShort = "$STR_A3_SP_ER"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 94; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 94; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.6; }; }; }; }; class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_mtp"; displayName = "$STR_A3_V_PlateCarrierGL_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierSpec_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; DLC = "Mark"; descriptionShort = "$STR_A3_SP_AL_V"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = "Supply100"; mass = 120; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class V_PlateCarrierSpec_mtp: V_PlateCarrierSpec_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_mtp"; displayName = "$STR_A3_V_PlateCarrierSpec_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; CfgWeapons: class CfgWeapons { class Uniform_Base; class UniformItem; class Vest_NoCamo_Base; class Vest_Camo_Base; class VestItem; class V_BandollierB_khk; class V_Chestrig_khk; class ItemCore; class HeadgearItem; class H_HelmetB_plain_mcamo; class H_Booniehat_khk_hs; class H_Cap_oli_hs; #include "CfgWeapons_CTRG.hpp" #include "CfgWeapons_GUER.hpp" #include "CfgWeapons_NATO.hpp" }; And CfgPatches: // Config class CfgPatches { class A3_Aegis_F_characters_BLUFOR { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_Gamma","A3_Characters_F_Bootcamp","A3_Characters_F_EPA","A3_Characters_F_EPB","A3_Characters_F_EPC","A3_Characters_F_Mark"}; }; }; Anything I'm doing wrong?
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