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TeTeT

Nimitz textures break upon binarization

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Maybe someone can shed some light on what is going wrong: I got a new set of textures from Asbojay for deck and hull of the Nimitz. When I just put them in the texture folder of the binarized version it works just fine. When I put the new textures in the texture folder of the unbinarized version and use BinPBO to binarize it, the textures break in two ways: From the bridge the deck becomes invisible, e.g. the deck texture is no longer displayed when viewed through the windows of the bridge; second the steam effect (particles) for the bow catapults breaks.

For now I settled with this sequence, which is a bit awkward but functional:

  1. Prepare unbinarized version, stay with original textures
  2. Binarize model with BinPBO
  3. Unpack binarized version, replace textures
  4. Pack binarized version with new textures

If you want to take a look at BinPBO log for creating the binarized version and the pbo with the texture problems: http://tspindler.de/arma/arma3/nimitz/defect-textures/

Note that the log contains a load of errors, but I hardly know if any of them are really relevant to the problem at hand.

TeTeT

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Are the textures the same resolution?

What programs did you use to make the textures?

What file formats?

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Thanks for your quick reply, Gnat!

Gnat;2549332']Are the textures the same resolution?

What programs did you use to make the textures?

What file formats?

Yes, the textures have the same resolution.

I didn't make the textures, they were submitted and were done in Photoshop with paa plugin.

No idea, sorry.

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Don't use the photoshop .paa plugin; it doesn't work properly. Save all textures as .tga and convert them with BIS' TexView/TexTools one way or another.

BinPBO will convert .tga files referenced in an .rvmat to .paa automatically when compiling the .pbo. And if you have the model in MLOD format so that it can be opened in O2, applying the textures in there as .tga will also auto-convert them to .paa when compiling the .pbo or viewing the model in Buldozer. Depending on the project, you don't always need to save them as .paa manually in TexView.

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Bingo

Suspect spotted.

There are tonnes to warnings in these forum, dont use the PAA plugin for PS, it's now buggy with current conversion needs.

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Just confirming that it was the use of the photoshop plugin that broke the textures. Saving them as tga as recommended by da12thMonkey and then converting them with texview worked fine. Thanks for your help!

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