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About troots

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  1. Hey, this actually worked, thanks Vespa. Can't believe I've spent so much time figuring it out
  2. this is my rvmat ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0,0,0,1}; specularPower=0; PixelShaderID="Detail"; VertexShaderID="Basic"; class Stage1 { texture="something\something_DT.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; my texture is named something_DT.paa it might be something with it's type, texview says that it's ARGB1555, while every other texture in game is DXT1/DXT5. How can I change this? And is there a way to preserve alpha transparency when changing to DXT, if it's even possible?
  3. Been trying all day, still no go - is there any fix for paa textures ignoring red channel in game? Every texture I have is fine in texviewer, but in game it simply ignores that red channel, resulting in all this stuff being green/blue
  4. troots

    Helmet Addons

    Sweet, it's all fixed now, even if it took me 3+ attempts to place it properly. But then there's another problem, it appears arma 3 completely ignores red channel in my custom texture, is there any way to fix this?
  5. troots

    Helmet Addons

    For some reason, no matter where I put my headgear model in 3dsmax, in relation to the head bone, nor where the model sits in oxygen, the model is always in the abdomen, but is attached to the head bone and moves around with it 10+ attempts later, still can't get it to move at least one inch, what's up?