paragraphic l 2 Posted February 16, 2011 When you have a kinect you could do this :D: http://kinecthacks.net/3d-face-scanning-using-the-kinect/ UXC5wQU41MU Share this post Link to post Share on other sites
Mr. Charles 22 Posted February 16, 2011 Wow, didn't know that the custom face is now "more black" again. Time to edit! Share this post Link to post Share on other sites
paragraphic l 2 Posted February 16, 2011 Well just go into the editor with your custom face. Select a civilian so there is no helmet or anything else obstruction the view of your face. When it's appears way lighter than the face.jpg file then your gpu is interferring and you should compensate with a darker face file. Saving as .paa might still solve this aswell though, haven't checked myself though. Share this post Link to post Share on other sites
Mr. Charles 22 Posted February 16, 2011 afaik, it was a rvmat, that was lightnening up the face. Share this post Link to post Share on other sites
wipman 1 Posted February 16, 2011 Hi, in the ArmA2 is the rvmat that screws up the lighting of the .jpg custom faces and there isn't any way to compensate this in the .jpg texture; use a .paa may solve the problem, but there isn't any way of get a 512x512 .paa texure to take less than 96Kb keeping the quality. Do you remember the Armed Assault: Queen's Gambit partisan medic skin? that it glowed in the darkness? well... the same happens on the ArmA2 with every unit if you use a .jpg custom face. With little effort you can use an ArmA custom face on the ArmA2, but the arms are problematic (more than the hands) as there isn't any wire frame so you've to use the all life's method, trial and error... . Let's C ya Share this post Link to post Share on other sites
mad rabbit 0 Posted June 24, 2011 Hi, in the ArmA2 is the rvmat that screws up the lighting of the .jpg custom faces and there isn't any way to compensate this in the .jpg texture; use a .paa may solve the problem, but there isn't any way of get a 512x512 .paa texure to take less than 96Kb keeping the quality. I've found this also. Does anybody know if there has been any progress on this issue? i.e. black custom faces in ArmA2 appearing to light in colour. It's unfortunate that this has even persisted from ArmA1 days. mr Share this post Link to post Share on other sites
wipman 1 Posted June 24, 2011 Hi, i didn't had any problem with the ArmA screwing up the tones of the colours, i only had it on the ArmA2 and stills there; there's a big difference between the ArmA and ArmA2. Let's C ya Share this post Link to post Share on other sites
mad rabbit 0 Posted June 27, 2011 Actually you're right wipman. I think the problem I had in ArmA1 was that I was using an ATI video card at the time i.e. the problem was ATI's fault not BIS. If there has been no progress by BIS on this v. minor issue, can anybody suggest a work-around given: 1) < 100kb restriction on most game servers preventing use of reasonable quality PAA custom faces...which would however properly display black colour as NOT transparent AND 2) <100kb JPEG custom faces being accepted by most game servers but the black textures being converted to a transparent colour Share this post Link to post Share on other sites
wipman 1 Posted June 28, 2011 Hi, i'd readed somewhere that they (BIS) "fixed" this issue with the .jpg custom faces on the OA models on one of the last patches, but that wasn't an entire fix as the game's Post Processing gives everything an overshinny shape that ruins again the .jpg custom faces and also the .paa ones too. In my opinion remove the .rvmat from the human skin models is the best solution and disable the PP on the settings, but... enabling the PP can make the game run better as removes working charge from the processor to give it to the graphic card; and remove the 100Kb limitation for custom files from the servers is potentialy dangerous, as will allow any hacker to enter with +200 scripts to ruin and take control on the server, steal ID keys or anything. Allow only .jpg, .png, .gif, or .paa custom files only, will be a better solution; removing the .rvmat from the skin of the human models. Let's C ya Share this post Link to post Share on other sites
mad rabbit 0 Posted January 8, 2012 I've created a ticket for this issue in the BIS community issue tracker Bug#27621. Dark/Black colours on custom faces are transparent in-game https://dev-heaven.net/issues/27621 Please feel free to vote for this ticket by pressing the green arrow on the above link. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 12, 2012 @paragraphic - the old ArmA face texture does not completely apply to A2 - observe. Here is a custom A2 face I recently fired off for a buddy (based on Wipman's template): As you can see, you need have high-detailed hands, eyes and forearms or else shit gets real. You can use the old wire for the head itself, but your eyes, 1st person forearms and hands (1st person) will be screwed up if you use anything else. Note that the hazel eyes (top centre) appear to have deprecated in A2. Share this post Link to post Share on other sites
paragraphic l 2 Posted January 12, 2012 Serious Cameron?! Bump much? :) Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 13, 2012 Serious Cameron?! Bump much? :) Well, to be fair, mad rabbit resurrected the thread, I just thought that adding an A2 face to the actual thread might help people looking to make their own, rather than leaving slightly less than optimal info standing. But yes, faces in ArmA 2 are Share this post Link to post Share on other sites
paragraphic l 2 Posted January 13, 2012 It's funny because I didn't look in this thread for a long time, and then I see the last post is directed at me :) Totally agree that the latest version should be around, is there a wireframe available for that one? Maybe a 'clean' one? bald, smooth skin, no warpaint, scars, bruises, no gloves, no clothes. etc? Share this post Link to post Share on other sites
mad rabbit 0 Posted January 14, 2012 @paragraphic - the old ArmA face texture does not completely apply to A2 - observe.Here is a custom A2 face I recently fired off for a buddy (based on Wipman's template): As you can see, you need have high-detailed hands, eyes and forearms or else shit gets real. You can use the old wire for the head itself, but your eyes, 1st person forearms and hands (1st person) will be screwed up if you use anything else. Note that the hazel eyes (top centre) appear to have deprecated in A2. I'm not sure what you mean by your post. Do you mean that the ArmA1 template does not fit within the ArmA2 game? I'm using an old modified ArmA1 template and from the screenshots I've included in the bug report you can see that all the textures align but the dark/black ones become transparent/clear. This is also regardless of resolution/level of detail for the face texture. Can you provide in-game screenshots to better explain the bug you're trying to demonstrate as I think you're talking about a different bug. '@#% getting real' and 'screwed-up' aren't very informative explanations. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 15, 2012 (edited) The problem I'm describing relates to the a) top right and b) bottom left of the face texture, and has nothing to do with the texture transparency. Look at the ArmA custom face wireframe in this post - http://forums.bistudio.com/showpost.php?p=1856637&postcount=150. The top right area is mapped to fingers. The bottom left area is mapped to a leg. If you look at the ArmA 2 face I've posted above - http://forums.bistudio.com/showpost.php?p=2088038&postcount=161. The top right area is mapped to the eyes (the two eyes in the central top part of the texture are no longer used), while the bottom left is mapped to the hands and the wrist that you see in first person (hence, other people will say your texture looks fine, but you will see messed up hands and wrists when playing in first person view). Any, the gist of my post is that you can't port ArmA faces straight across into ArmA 2 without problems, unless you like having little fingers for eyes and can stand having foot hands when you play in first person. This page (http://www.tacticalgamer.com/armed-assault/141518-102-custom-faces-arma2.html) sums it up pretty well. Also, if you look at this picture - http://i306.photobucket.com/albums/nn248/madrabbit711/arma2oa2012-01-0819-36-12-59crop.jpg - you will see that you have little fingers for eyes. :) @paragraphic - http://imageshack.us/photo/my-images/524/facemodelarma2.jpg/ Edited January 15, 2012 by CameronMcDonald Share this post Link to post Share on other sites
ssg 1 Posted September 27, 2012 I'm having problem with custom face I created. It's all white for myself. First person and third person. My friend sees it perfectly on me and I can see it perfectly on him. Also he sees it perfectly on himself. File is 43KB .paa file. We both have ATI video cards. I have 6950. I'm not sure what my friend has but I know it is ATI. Does anyone have idea why the skin shows as white on my character for myself but works perfectly fine otherwise? Edit: It also works for me perfectly on Profile menu. Share this post Link to post Share on other sites
ryanbeckey0 1 Posted January 5, 2013 ^^ i also have ssg's issue Share this post Link to post Share on other sites