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taro8

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Everything posted by taro8

  1. Yes, every position that has FFV has to have the value of at least 1. https://community.bistudio.com/wiki/Turret_Config_Reference#isPersonTurret_.3D_2
  2. taro8

    ASR AI 3

    An odd thing I noticed, when I'm flying a helicopter over enemy that has no waypoints they just stand there, even when I'm actually attacking them. I feel that the first command everyone should get at the contact is Take Cover and then work from there.
  3. Hush, don't make my work harder. I'm trying to appease the mob here :P.
  4. Guys, as I said before: a simple recolor is easy to do, different dirt amounts requires switching RVMAT to accommodate a changed SMDI map (with deals with reflections and such). AFAIK there is no easy way of doing it without scripting and such. In short: it's WAYYYY more problems and issues than it's worth it. If you want to make your own version feel free to do so, or if you make a mod that swaps the textures or something. I do not think CUP should deal with stuff like that. If my retexture will get included in the release I will absolutely don't mind you guys messing around with it and making your own stuff based on it.
  5. The tires on HMMMV have not yet been edited. As for the dirt. It's a bit more complicated then it seems. While color changes to the texture are easy to do, a different amount of dirt will require a new SMDI texture and possibly its own RVMAT. I set up dirtied areas in SMDI so they do not reflect light. Now you will need a way to switch an RVMAT on texture change. To me it seems like a more hassle than its worth.
  6. We decided to settle on the more saturated version of the camo. I also decreased the amount of dirt on the M1, but still left some on. The biggest change, however, is the handpainted camo pattern. I did my best to follow official military documentation regarding M1 Abrams 3 tone camo pattern. However, due to UV mapping on the model and my hand not being as steady as I would like, it came out a bit different. I decided to change my screenshot location to Tanoa. I feel that Everon had odd lighting I think. I also noticed that the camera had the eye adaptation with meant if you don't let time flow for a moment everything might look too bright, or dark depending where you looked when enabling it. http://imgur.com/a/JqjY5
  7. Eh, it's hard to strike a good balance. Also Everon's lighting proves to be an issue. Some people say, too much saturation,then others say too little.I actually read up some of the military manuals and while the pattern geometry is actually standardised, there is some leeway regarding actual coloring. There are plans to have couple of variants, but we are not sure what will come out of this. Here's a less saturated version I tested earlier. Feedback would be welcome. http://imgur.com/a/xyW4g
  8. The latest-ish version. This time with (finally) fixed brightness and along with recolored HMMMV, courtesy of krogui. I'm planning on manually painting in the camo pattern in accordance to military manual. http://imgur.com/a/YibbJ
  9. I would like to add a delay between unit being spotted byt TPW HUD and marker being drawn. I feel that reported units should be marked immediately, but units that are just seen by HUD should have a delay before being marked, preferably if the delay could changed from the userconfig, but since I remove the "%1s" and "1%s 2%m" at each update I'll with editing the script itself. Oh, also a delay on removing markers from dead units would nice, this could make the HUD a bit less of a cheat.
  10. As for AI in Fire From Vehicle positions: would it be possible to filter out position with have "isPersonTurret > 0"? This should give every position with has FFV, then you have a check to see if its commander (they sometimes have FFV). Then you could "move" those positions to cargo "category". Not sure if it's possible to script it like that, but "isPersonTurret > 0" will definitely give you all FFV positions.
  11. I think I got it right this time around. It even looks decent at full overcast. NOTE: you can click in the left upper corner to go to Imgur and see screens in full resolution. http://imgur.com/a/5QO79 Pretty much the final version: http://imgur.com/a/uUC2J
  12. Suggestion, the "Heal all" and "All medics" should be on top of the list. Maybe even have a fast shortcut, like double click on the medical icon to order all medics to heal everyone.
  13. Banana shell model is in the works.
  14. Already done that: http://imgur.com/a/W7IEu I have also created a new Pacific/jungle camo variant for Tanoa: http://i.imgur.com/3kBo1h3.jpg
  15. Thanks to Chairborne's help I did some experimenting with RVMAT's and got rid of that slight blue tint to the texture. I used the RVMAT from vanilla Arma 3. I made a comparison to the old textures. http://imgur.com/a/iHRNY
  16. Only SMDI as they are something I can actually edit and are crucial in creating that glossy painted look. The SMDI is just a texture. I plan on reworking the color of the woodland camo, but I need to create a new material for this, so I have control over each camo color separately. I think all the last version needs is a slight shift of the green color. All right, first off: I figured out a super lazy way of adding details from the old textures on top of my new ones. I just took the desert textures (since they are pretty much single color), desaturated them and put over the new textures as an overlay. Now, the overlay meant that the texture got a touch darker, so I applied a layer that simply made everything (except dirt) brighter. The previous preview also had the brightness correction, with is why it was so bright, but it didn't yet have the texture overlay. Now I also tested the previous texture (without overlay) without brightness correction and the tank was really really really dark when sky was overcast. Ok, so try to not confuse the screenshots. New brighter textures, with detail overlay: http://imgur.com/a/zFxE8 Old textures, without detail overlay (with would make things even darker), and without brightness correction (notice how dark it is at the overcast): http://imgur.com/a/RzHC9 It's a really hard balancing act: the darker textures look closer to the photos, but tank gets nearly black at the overcast and soldiers stick out like sore thumbs. The brighter texture with correction seem to fit better, but the green color looks off. I will need to create a new material using the new texture to gain the ability to adjust each color separately, but it's something I never did before and need to figure out.
  17. Thanks, tlf! It was exactly what I needed! I really hope I got it right this time around. I went through, like, 11 versions of the woodland camo. This time the color map is in 2k resolution (normals and such are in 1k). http://imgur.com/a/92Q3l
  18. Hey bars, thanks for the reference photos. I noticed that my initial camo was really dark and on overcast Everon it was pretty much black. I decided to change the camo colors in order to match the MTVR colors. However your photos showed me I may have went too bright this time. Arma 3 uses 1k for most of the maps. I can export 2k color textures no problem though. As for the mud, yeah, can do that, but tankers walk over the hull so some mud is bound to stick. Not sure if its worth it though, darker dirt nicely contrasts. http://imgur.com/a/aPoyR Does anyone have a seamless 3-tone camo texture that would be needed? The beauty of SP2 allows me to simply swap the camo (even keep the one I just showed). However the one I used was initially 4 tones and after converting it to 3 tones the spots look a bit off. BTW: I have noticed the biggest issue with Arma 2 textures and the reason they look weird in Arma 3. It's not the resolution or texture colors. For the most part is the speculars. With my textures there is some really nice reflection going when you move around. A2 models lack that. This means that even if you only use SP2 to create some basic paint speculars it will go a long way in improving the look of the models.
  19. I didn't notice it, but the camo pattern I used was a 4 tone instead of 3 tone. Thanks for catching this. I can did a quick fix (basically replaced the yellowish khaki with other colors). The geometry of the camo might be a bit off, but it's 3-tone now (black, green and brown). Note that some of the olive green underpaint is still coming through, just to give it nice effect, I changed the blending to limit this a bit though. I also did the desert variants. http://imgur.com/a/nbVdp
  20. You do not export models from SP2, only textures. So * If you have unbinarized p3d model you load it into the blender using Arma Toolbox addon. * Once you load in the model, delete everything except group/object 1 * Select group 1 and go into edit mode * Now the harder part: with nothing selected go into material tab (among the modifiers, render settings etc. it has a little circle/sphere icon) and select one of the materials, then use the "Select" button (you must be in edit mode) and blender will select all of the faces that are assigned to the selected material. Press P and separate selected faces by "Selection". * now you will have a new object that should have all the elements that are textured by a single PAA file (m1abrams_01_co.paa, m1abrams_03_co.paa etc.) * go into that new object and find the material its assigned to, it should be something like "Arma Material 00x" * now figure out with texture file is responsible for texturing your new object, its not that hard to do * once you know with texture is used by the object rename the material to the texture name, but without the map ending (_co, _nohq, _SMDI) so you get something like this "m1abrams_01". This step is important as it makes you life easier in SP2 and makes map exporting much much easier * go back to the "1" group and separate next material until you cover all of the textures * you will most likely end up with more materials than textures, so delete every unused material, so it doesn't clutter SP2 * once you have everything done, export model into .fbx format * import them model into SP2 * I would suggest importing the _nohq texture from the old textures and using it for baking all other textures * download and use blinn phong shader * add glossiness and specular channels * proceed with texturing * when you are ready to export, use settings like this * after exporting you need to edit the SMDI map * open in PS, make the red channel completely white * in the GREEN channel, select everything and adjust brightness/contrast with legacy on, contrast +50 * now adjust GREEN channel it again (separate step) with legacy off: brightness -150 * with the BLUE channel: select everything and adjust brightness/contrast with legacy on, contrast +50 * adjust BLUE channel again with legacy off: brightness +150 * convert textures to PAA
  21. Another attempt. This time I used different maps for the SMDI and I must say it looks pretty damn good. There are still issues like dirt reflecting light, or tank having a gloss underneath, but it's better then the last time. I also painted over some of the hinges in order to not leave them bare steel. This time I exported pretty much all of the textures. I only left tracks unchanged as there were some major issues with them in SP2. I say: we are getting there. BTW: All textures are 1k. http://imgur.com/a/GklI6 EDIT: Took another swing at the SMDI. This time I decreased the overall glossiness of the tank and made sure that dirt does not reflect light at all. It required some faffing about in PS to merge the dirt masks from SP2 with specular maps, in addition to some brightness/contrast tweaks. Overall the Abrams now looks pretty good considering I did no detail work at all. http://imgur.com/a/wSC9M EDIT 2: I tried redoing the TUSK, but even though I made all the colors all the glossiness all the speculars the same in the game the TUSK parts are brighter for some reason. I tried numerous times. This leads me to believe that the TUSK component's RVMAT is set up differently. I have no idea how to deal with those. http://imgur.com/a/yvvX7
  22. Good news everyone! I managed to cludge something Arma can read! There are number of issues, since I did the texture creation using a PBR (Physics Based Rendering) shader, so once I switched to non-PBR it looks different and some part look just wrong (the exposed steel turned completely white. However this is not such a big problem, the most important part it works and getting the textures into arma format is rather easy. Note that I did not touch the model or the UV maps. This means that any texture I get from the SP2 is 100% compatible with the models with do not require any tweaking. It's only a matter of figuring out how to make the textures look good in non-PBR shader Arma 3. Overall it was a decent first attempt. The dirt looks sick though. NOTE: I only did the hull and the most of the turret. Wheels and stuff on the turret is unchanged. I also didn't bother with any details. I only wanted to see if it will work. http://imgur.com/a/Is3ac
  23. Yeah, SP2 is very good at creating a rough looking texture like this. Also, it is rather easy to achieve this effect. The dirt is also generated instead of painted by hand, its a great starting point for any tweaking by hand. It also allows for easy creation of variants. The question is: will it be possible to translate what I showed into Arma will trying to make it look as in the previews.
  24. Indeed, the Substance Painter 2 is PBR based. It's a big change for me as I'm used to creating textures solely in Photoshop. I do not know the workflow on how to prepare textures from SP2 so they work in Arma, also I'm new to SP2 so I do not know any tricks for exporting etc. Any help in this regard is very much welcome. As for Discord, yeah got an account there. EDIT: For interested: I did not made any changes to the UV maps or the model (only prepared it so I can use it in SP2). This means that if I ever manage to get the exported textures into something Arma can use, they will be 100% compatible with the old model. They will not require any model or UV map changes. I'm not sure about rvmaps as I never edited those.
  25. Hey folks. I have been testing out Substance Painter 2 and decided to try it on the M1 Abrams as I read that you complained about the old textures. Note that I have no idea if its possible to translate what you see on the screenshots into Arma. I'm new to SP2 and the textures I can export are very much different from what I have experience with. This just a quick dip into SP2 so don't expect much. http://imgur.com/a/BG8j5
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