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I'm about to begin texturing about 50 models for an A3 mod that we're building. I'll be using Substance Painter and would love some guidance on which channels to bake. I've been using a "more is better" approach while learning how to do this, but with the workload ahead of me, I'd like to optimize my flow. Currently, I'm using: Diffuse Specular Glossiness Height Normal Emissive Base Color Ambient occlusion Specular level I'm sure that I don't need all of these. The current project is mostly buildings and building parts with concrete, metal, and wood textures. I'd also appreciate some guidance on when to deviate from the list. When an object has glass, highly reflective metal, etc. Also, I'm baking my textures/models and then export the images to PNG using an Arma-specific export config preset I found somewhere. I then comp the individual image types (CO, CA, AS, NOHQ, etc into single images in Photoshop. Of course, I have yet to actually use the textures other than the main CO texture... another area that I need to delve into. Any advice, on any of these topics, would be greatly appreciated as well.
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Hi, I've been trying to make gameplay more realistic recently and map markers have been making this hard since anybody in the channel that you select can see the markers. I have restricted most channels in the description.ext and left group channel as it is probably the best option for this but that still means that everybody in the group that you are in can see the markers, even if they die and are half way across the map. I can't seem to find a way to add direct to the list of available channels. I would like to be able to place map markers in direct channel or in a similar way to the pointing mechanic so only people near me could see the markers placed. I have been googling and searching the forums for a few hours now with no luck, any help would be appriciated. Thank you in advance.