oldbear 390 Posted September 30, 2009 In ArmA2 map config, there is an item I haven't seen before, like this one : midDetailTexture = "ca\utes\data\ut_middle_mco.paa"; For my own Sbrodj map, I have used the one from Chernarus, working ok. But as I am now buiding a new Winter Sbrodj map, covered with snow ... of course I can't use this one, or I will get a nice greenish tint in the distance. If I don't use it, this is the case ATM, in the distance I get an ugly "no texture" view. I have tried to get this "mymap_snow_middle_mco.paa" using TexView, nView, Irfanview and the Gimp without any success. So if somebody here has a hint, be kind enough to share ... Share this post Link to post Share on other sites
beton 2 Posted September 30, 2009 Hi, I think this line can post at any texture you want. In my map its midDetailTexture = "beton\bet_mymap\data\travad1_mco.paa"; and it works fine. So there are no texturedependencies for Utes or Chernarus anymore. So maybe you create your own customsnowtexture, put it in the Datafolder of your island this should work. hope that helped Share this post Link to post Share on other sites
icebreakr 3159 Posted September 30, 2009 Old Bear: MCO is a pain in the ass. Use one of default ones from Chernarus_Data.pbo that BIS made for various textures. Share this post Link to post Share on other sites
Snake Man 407 Posted September 30, 2009 I would be very happy for instructions how to create _MCO textures as I have tons and tons of _CO textures which require this one. If anyone has any info, please share. Share this post Link to post Share on other sites
oldbear 390 Posted September 30, 2009 My problem is called SNOW ! I have get somewhere a snow texture ... perhaps from Kolguiev, and have a got a snow_mco.paa file, a 512x512 .paa quite working as a texture on map. But I tried to use it "crude", just changing the name as old_snow_mid_mco.paa and inserting it in the right place in the config, I am getting an error "cant' ..." and the mid texture is not showing in game. Of course I can use, one from Chernarus or Utes but they have all this overall greenish tint not really fitting for snow Share this post Link to post Share on other sites
icebreakr 3159 Posted September 30, 2009 Play around with photoshop, try out saturation? Try also making a "empty" mco with alpha filter, for example 16x16 box. Share this post Link to post Share on other sites
beton 2 Posted September 30, 2009 ... have you tried to make it 1024x1024 ? Maybe you need to have the other corresponding parts too? xxx_detail.paa, xxx_nopx.paa, xxx.rvmat? Share this post Link to post Share on other sites
spirit6 51 Posted September 30, 2009 (edited) My problem is called SNOW !I have get somewhere a snow texture ... perhaps from Kolguiev, and have a got a snow_mco.paa file, a 512x512 .paa quite working as a texture on map. But I tried to use it "crude", just changing the name as old_snow_mid_mco.paa and inserting it in the right place in the config, I am getting an error "cant' ..." and the mid texture is not showing in game. Of course I can use, one from Chernarus or Utes but they have all this overall greenish tint not really fitting for snow Not your mid problem but here ya got some textures i ones made for a project i stopped working on. (all bis needed one, including normal mapping) I also have some snow tracks hanging around if you need them. Good luck! http://www.megaupload.com/?d=04KWJJ6L Edited September 30, 2009 by spirit6 Share this post Link to post Share on other sites
oldbear 390 Posted September 30, 2009 (edited) @spirit6 :thanks a lot! Well, on my initial question, the 1024x1024 size has done the trick, I have got my MidTexture. Thanks to all giving me a hand in this ! How I proceed ... for the record : Open the initial "snow_mco.paa" with TexView and save it as "snow_mco.tga" Open "snow_mco.tga" with XnView and convert it in "snow_mco.png" Open "snow_mco.png" with IrfanView, resize it to 1024x1024 and save it as "snow_mid_mco.png" Open "snow_mid_mco.png" with The Gimp, play with light/contrast, save. Open "snow_mid_mco.png" with XnView and convert it to "snow_mid_mco.tga" Open "snow_mid_mco.tga" with TexView and save it as .paa note: other ways are not working, resizing with XnView, gives me an error. Edited September 30, 2009 by Old Bear Share this post Link to post Share on other sites
beton 2 Posted September 30, 2009 You dont need this procedure... You can open texview.tga with gimp play around, make normalmap etc. then save tga in gimp again ( but dont use rle compression!!) open tga in texview and convert it to paa again that works for me.. Share this post Link to post Share on other sites
Snake Man 407 Posted September 30, 2009 I'm a photoshop use so I don't know about GIMP, but it sure hells sounds like way too much trouble to use all kinds of IrfanView and XnView to get the job done. Are you sure all the procedures with these utils are necessary? Share this post Link to post Share on other sites
icebreakr 3159 Posted October 1, 2009 (edited) Use Kegetys PAA plugin for PS, it works the best. Then you open the paa with TexView2 and click Save to optimize the filesize. Edited October 1, 2009 by IceBreakr Share this post Link to post Share on other sites
beton 2 Posted October 1, 2009 (edited) How about this ? :) Well.. accidentally forgot the link :o http://forums.bistudio.com/showthread.php?t=87548 Edited October 3, 2009 by Beton Share this post Link to post Share on other sites
plumose 219 0 Posted October 5, 2009 (edited) just make a light blue texture,name your texture, put it in your map folder, change configs, , then bin all : ) Edited October 5, 2009 by plumose 219 Share this post Link to post Share on other sites
LJF 0 Posted October 15, 2009 Ah ... I'm gonna sound like a total noob but what exactly is a mid texture? I'm assuming it's either something I don't know about that makes everything look better or it's just the b/w file that each texture has which is overlayed ontop of the satmap at mid distances ... I should probably know about this but as I said, I'm a bit of a noob, haven't hear of this until now :D Share this post Link to post Share on other sites
spirit6 51 Posted October 17, 2009 Guys i am using the utes midtexture and that is all sweat and fine. However when i use concrete in certain area's i dont want the middetail to overgrow it with grass texture. I love the middetail texture but is there ways to make sure it only applies to certain surfaces or is it just all or nothing like i have it now? Share this post Link to post Share on other sites