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Kaede Takagaki

Need help about textures

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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.

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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.

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