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Found 120 results

  1. How do I apply _SMDI and _AS maps into texture maps I can apply in Blender? If needed to convert, how can I do that? Any tutorials?
  2. Started modelling and I'm not happy with the texture results.The rvmat is loaded but the NOHQ is not visible and the texture has less detail than the CO image What could be wrong? This is using a 2048x2048 CO image. The rvmat:
  3. I would really like to know how to develop a script/addon/texture/interface for a retina and fingerprint scanner. The idea is contextualized in the attached video. https://www.youtube.com/watch?v=lCvQxbfGHvw
  4. I'm having a issue getting my vest coded into the game with config.ccp . (I didn't make this vest, just a disclaimer). I was just wanting to add textures to certain items, adding patches and such on chest area and misc. Point being, I'm not getting any syntax errors, or any pop ups when booting up the game or any kind of "can't find texture" issue, but when I load into the game's arsenal, it doesn't pop up, I've tried multiple things. I've managed to get headgear in the game to work with my textures on it but, this vest will not go into the game for the life of me. Can someone explain to me what I'm doing wrong, thanks. https://ln5.sync.com/dl/32dea5ae0/gpdgpvjd-i9ubqgk7-ka7yigmy-ekaaxqhh
  5. I can't figure out what's going on here, and it's basically making it impossible to learn to fly(or not kill myself if I just go for it outside of training) in ARMA3, as soon as it happens. Normal View View after dying a few times Above screenshots are all in "VR Training: Helicopter - Weapon Systems" Below are in "VR Training: Helicopter - Basics" Before the issue happens After the issue happens (Note the cockpit texture resolution. You can actually see that in the first images too, just noticed; the geometry textures or whatever ARMA3 renders the knobs on the panels in the cockpit with also go away.) I've got the following DLC: Jets, Helicopters, Karts, Marksmen, Apex, laws of War, Malden, Zeus, Tac-Ops Mission Pack, Tanks, Contact, Art of War Charity Pack I have uninstalled Contact and still have the issue. I have one mod installed: Antistasi I've disabled Antistasi and still have the issue. My Helicopter flight model is Standard. I'm using Keyboard+Mouse. Windows 11, Geforce RTX 2060. Driver version: 532.03 (latest, updating hasn't mattered) I do have dual monitors and run in fullscreen on one. Most settings are on high/ultra. 1920x1080. This seems to happen from simply dying a few(unclear on more specific circumstances or how many times) times, and nothing recovers it beyond restarting the entire game.
  6. Hello! I am starting to learn how to mod and wanted to try to have the chest armor updated dynamically. I am sure this can be done server-side, but I was curious if it can pull the player UID within a chest rig mod. So the UID is grabbed by the mod on equip; after grabbing the UID it checks against a preset array of UIDs and determines which patch to put on their armor. Basically, I want to avoid having ten million sets of chest armor to update when a significant change hits my unit. within the hiddenSelectionsTextures for my testing vest I just have the variable but it does not seem to pass the patch.paa path from the _chest_path if statement condition Thank you!
  7. as the title says I'm trying to do some light retexturing to a CUP helmet model and I used the CUP_H_LWH_MARPAT_des_CO texture from the cup_creatures_people_military_usmc data folder in the CUP units mod. Once I Retextured it I made a config file (https://imgur.com/a/MF7Ll8g and https://imgur.com/a/del2Vo7) and packed both the retex and config file as a PBO then put it into a data folder within a Addons Folder within the main mod folder but I think I messed up around line 40 or 33 of the config where I try to grab the LWH helmet model and I don't know if that is the correct way of doing it or not. happy to answer any questions.
  8. Hello, I would like to know if there was a solution to apply a texture to a polyline/spline, that would make the work easier
  9. Hello! I bought recently Arma 2 complete collection=all dlc-expansions pack I played Arma 2 a lot of years ago (retail) on a worse machine that the one that i have and i dont remenber this kind of performance this is what happens: changing graphics settings affect my FPS (at low set high fps and at high set less fps) ok? Well, the problem is that the game almost look the same, ugly. It looks even worse or similar to Arma 1! And im talking from the lowest to the highest setting. Yes, some things change a bit, but the big graphic thing remains the same. Every texture looks like it is low resolution, like OFP!! Im not pretending to play at the highest settings, but at least, medium one with a logic look Besides that, there is some texture popping up, or slow rendering (when you go far from an object) the strange thing is that, some things have excellent detail, for example: the humvee has arma 1 textures but you can see the water/moist on the headlights The player ped and the IA look decent too Its like, there is a texture, but there isnt a 3d thing going on And the weirdest thing: i can run arma 3 on decent fps and, looking more normal and logic my specs: intel i5-5200u intel hd620 Ram 8Gb DDr4 And when playing the game isnt even close to 60/70% on the cpu thanks!!
  10. T100 My custom vehicle 1 34600 faces in totall ( 58000 tris) 2* 4096*4096 textures 2* 2040-2048 textures 1* 1024*1024 textures 1* 512*512 textures More faces, high resolution textures , But high FPS My custom vehicle 2 18377 faces in totall ( 31388 tris) No 4096*4096 textures 3* 2040-2048 textures 1* 1024*1024 textures 1* 512*512 textures less faces lower resolution textures, But unbelievable FPS FPS would be increased if i remove all the textures If i work in a wrong way, both of my custom vehicles could encounter same problem, but not
  11. Screenshot: everyone know how to fix the issue in the red cycle radically, i use blender with Arma toolsbox
  12. Hello, I'm currently trying to retexture one of the racing kart helmets from the DLC. This will be implemented into a game for uniforms on a modded server. I cant seem to understand how to import or implement the Visor and visor effect into my config file. Hat.hpp class Spitfire_base : H_RacingHelmet_1_F { author = "Ean Wolfe"; scope = 0; picture = "\@Spitfire\icon.paa"; displayName = "Spitfire Race Helmet base"; }; class Spitfire_Camo : Spitfire_base { scope = 2; displayName = "Spitfire Race Helmet"; hiddenSelectionsTextures[] = {"\@Spitfire\Data\Spitfire_RacingHelmet.paa"}; }; This is what i currently have for the helmet its self. Anyway to add the visor + visor effect?
  13. Hello, so I'm an amateur at this so I have pieced this script for a custom retexture of a helmet but it keeps returning "cannot load texture" when I try to load it in the arsenal. class CfgPatches { class 6TH_uniforms_addon { units[]={}; weapons[]={}; requiredVersion=1; requiredAddons[]={}; }; }; class cfgMods { author="Shatter"; }; class cfgWeapons { class rhsusf_hgu56p_visor; class 6TH_C_Harmon_hgu56p_visor: rhsusf_hgu56p_visor { author="Shatter"; scope=2; displayName="HGU-56/P (Harmon)"; picture=""; hiddenSelections[]= {"camo"}; hiddenSelectionsTextures[]= {"6th_uniforms\6th_uniforms\data\rhs_hgu56_olv_Harmon_Custom_co.paa"}; }; };
  14. For some reason this error is happening to me, it is only when looking at the texture of the ceiling. I am using multimats. PS: ignore the video sound
  15. Looking to get skins for the Blackhawk, Chinook, Little Bird, and MI-8 done. Will gladly arrange payment for work provided as our community has pooled a good amount of funds for our unit to have their own vehicle skins. Would also like to get ground vics done but air assets are the priority here.
  16. Having found a cache of old weapon models on an old HDD I've been tinkering with them to try and bring them up to Arma standards more for nostalgia's sake really. They use several smaller textures and in a bid to save memory I've been attempting to merge these smaller textures into one larger texture. I'm also trying to save myself time so I don't have to manually re-UV-map each texture. I've found some old .PTM files on the same HDD that I've used to merge textures like this in the past - However, when I edit and attempt to use the PTM file I simply get an error in Object Builder saying "Error reading PTM file" I was wondering if this function is still supported in Object Builder (as I haven't used it since the OFP/Arma days back when it was 'Oxygen') and if anyone had a functioning PTM file to use as a base as the old formatting seems to throw errors.
  17. marki980908

    RVMAT files

    I am trying to make an active camo script. Topic 3 years ago discussed that using this: would allow players to achieve that (semi transparent vehicles etc, What I did, I took a random rvmat file from the game, copied it, unbinarised it into .cpp and replaced most of it with the script above. However when I try to replace some texture with new RVMAT file, game just crashes. Any idea what is wrong? PS. finished version should look something like this: https://gyazo.com/1cf752018440e580a91a42c683f1cf6c Or this: https://gyazo.com/69e19eb9a720b3acf19bb1734758d951 Edit: One of the first comments said this, maybe it will help "I found a very simple solution to the first method...the original texture for the vehicle/object must end with _ca, it seems like the alpha is only added with the orginal texture..and works great with moving vehicles."
  18. I m making a balaclava mod. Everything done except texturing. My issue: Parts which are the taking light, as what i want, its looking okay. But parts which are the not taking light they're so dark as its should not to be. In-game photo: https://prnt.sc/tey21i My rvmat: class StageTI { texture="balaclava\textures\balaclava_ca.paa"; }; ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.5,0.5,0.5,0}; specularPower = 150; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="balaclava\textures\balaclava_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; 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[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="balaclava\textures\balaclava_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture=""; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1,0.3)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; useWorldEnvMap="true"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; You can tell me if any file missing to find solution. I m waiting for replies...
  19. Hey, I was wondering if anyone could help me with this recurring problem I have. Whenever I try using an alpha texture (_CA.paa) I get this weird artifact. It happened to me one time and I fixed it somehow (it's not that I don't remember, I honestly don't know how I fixed it lol). I used the same RVMAT, so I'm guessing the problem can't be in the material. Can anyone shed some light on it?
  20. Hello ! I recently released a new singleplayer scenario called "The Bunker", where i added custom textures to uniforms on the player and some AI. It worked well when i made some tests from the editor, but since i released it on the workshop and tried it as a new subscriber from the main menu and not as the "developer" from the editor, the texture doesn't apply at all on the player, which is then the vanilla camo, but it works well on the AI... The original texture is in a PAA format, but i also tried the JPG version and it still doesn't work Here is the command i put on the player init: kerry setObjectTexture [0, "urban.paa"]; kerry is the name of the player unit. I saw many posts about similar problems for the multiplayer category, but didn't found anything for the singleplayer one... and i don't know at all what could cause this. If someone have a solution, i would really appreciate, as i'm a little embarrassed since i published it on the workshop recently. Thank you in advance for your answers
  21. Hello everyone To begin, I want to apologize in advance for my English, I am French with a small level of vocabulary, helped by Google Translate. I request your help for the French server that I am finalizing. I got the Invade & Annex mission from Ahoy World and I am facing a small texture problem. Indeed, I created my own textures in a mod but as the server will be public and therefore accessible without mod I apply the standard textures of the game and the rgb colors. So I entered the textures to apply with and without mods in the Functions \ Vehicle \ fn_vsetup02.sqf file and when I connect with the mods, the standard textures are applied. When I launch the server side mod, the moded texture appears as it should but when I reconnect without the mod, the standard textures are not loaded and therefore the vehicles no longer have bodywork. Extract of the code: private _vehicle = _this select 0; if (!alive _vehicle) exitWith {}; private _vehicleType = typeOf _vehicle; [_vehicle] spawn AW_fnc_vehicleInventory; _vehicle lock 0; //=============vehicle specific FBCTexture = isClass (configFile >> "CfgPatches" >> "RETEXTURE_CE"); if (FBCTexture) then { switch (_vehicleType) do { case "B_Truck_01_flatbed_F": { //HMTT Plateau _vehicle setObjectTextureGlobal [0, "\RETEXTURE_CE\Data\HEMTT\truck_01_ext_01_co.paa"]; _vehicle setObjectTextureGlobal [1, "\RETEXTURE_CE\Data\HEMTT\truck_01_ext_02_co.paa"]; }; }; } else { switch (_vehicleType) do { case "I_APC_Wheeled_03_cannon_F": { //Gorgon _vehicle setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; _vehicle setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; _vehicle setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; _vehicle setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; }; }; }; What I would therefore like is that when I connect with my mod, the moded textures appear but when someone connects without the mods, it is the standard textures that apply. In addition, when the vehicle is destroyed and must reappear, the texture must be correctly reapplied to the vehicle depending on whether the player has the mods or not. I know it works locally but I can't seem to find the solution. I have attached the Invade & Annex file to you as an attachment Thank you in advance for your help !
  22. I'm having trouble getting two of my textures to spawn on my terrain, strconcrete and strseabed. Concrete was working previously but I must've done something to break it as it's not not showing up, and seems to be replaced by a grass texture. Here's a link to my cfgsurfaces, layers and config: https://pastebin.com/u/Morriski
  23. For a campaign I'm working on I want to add a bit of detail by giving the characters vests with their names on them like the kerry vest. However I don't know how to go about doing this. I found the nohq and co vest .paa files but I'm not sure what to do with them. Also, would I be able to add these to both the carrier rig for NATO and CTRG as well?
  24. I've been wondering how blood is applied to the models when getting shot. I'm having quite an original idea to do and I'd love to browse for possibilities to add this feature. Main thing I'm trying to accomplish is having a custom layer over/under the blood applying layer. What I've tried so far: - Browsing through the files, scanning for any clue on how it would work but I haven't found anything yet. - Youtube/google/reddit searching that didn't point to anything concrete as I'm not sure what to search for other than something model related. Does anyone know how it's applied and how it works? I'd really appreciate some insight. #EDIT1: Finally found these: setObjectTextureGlobal and setObjectTexture - Thing is if I can apply a colour mask over a texture or to completely retexture it without changing the paa.
  25. nacrogamer

    Problem with object

    I do not know why but my object in game appear a little bit transparency, i mean i can't see everything but i can see something like the object in the map , the sea or the terrain. the texture color texture are _co.paa and i add at the model forcenotalpha. here some screen of my problem. https://imgur.com/a/b9E3Wsi https://imgur.com/a/CDXw9t7 https://imgur.com/a/MEFLyTX https://imgur.com/a/3YZLOAk
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