Kaede Takagaki 9 Posted February 7, 2020 Hi all , I am now working on changing of texture of weapons , I wish add flags on my gun but after I open the texture I cannot find the part where I wish to make the change by the reason of the main color of the gun is fully black. Also I tried to open it with 3D mode to find that part but the oxygen 2 happened an error. how can I find that where that part is ? thanks. Share this post Link to post Share on other sites
cervantes 330 Posted February 7, 2020 hi i think that caused by a rvmat files you need also working your material textures files with corect shader. arma3 engine is not a pbr engine but he can be use more textures for lighting reflections and shadows dispersions on your base texture. you need also rewriting a corect paths for textures in material file and with object builder for base color texture. ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0.16,0.16,0.16,0.16}; specularPower=100; PixelShaderID="NormalMapDetailMacroASSpecularMap"; //VertexShaderID="NormalMapDiffuseAS"; VertexShaderID="NormalMap"; class Stage1 { texture="gaz_mask\data\mask_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage2 { texture="gaz_mask\data\mask_AO.paa"; //AO uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage4 { texture="gaz_mask\data\mask_AS.paa"; //texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage5 { texture="gaz_mask\data\mask_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage6 { texture="gaz_mask\data\mask_DISP.paa"; // disp uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; that is a material file exemple i use for my gaz mask model. .nohq is a bump maping texture and add relief and smdi is a specular rendering. you can add AS,AO and disp textures for obtain a better rendering all textures is working with base texture of model. for that you need photoshop or other soft for working your textures you can use Shadermap tools for that 😉 is a free tools and good complement for photoshop. i advise you also to learn more and check a rvmat tutorial by bis you can learn more from use a corect PixelShader and VertexShader. 1 Share this post Link to post Share on other sites
Kaede Takagaki 9 Posted February 9, 2020 Thanks a lot , I am now practicing this method 🙂 Share this post Link to post Share on other sites
cervantes 330 Posted February 10, 2020 With pleasure 🙂 Share this post Link to post Share on other sites