Arma 3
D.I.R.T. - Dynamic Textures
184 Comments
Marki 30 Jul @ 2:59pm 
Ohhh I see. My bad. Ye gotcha.
diwako  [author] 30 Jul @ 2:55pm 
The switch between dirt to snow textures is dependent if the map is set up to have snow as precipitation. That is the only sure fire way to figure out if a terrain is snowy or not.

That is reason i mentioned it. Yeah it makes no sense to think about it in that way, but that simply is how the configuration is in arma.
Marki 30 Jul @ 1:09pm 
Sorry, if you missunderstood. I am not talking about rain. I am talking about crawling/proning on the ground. It is unrelated to overcast, snowing or raining. I am talking getting "snowy" from the ground.
diwako  [author] 30 Jul @ 11:31am 
Probably checking if in the rain texture path there is something about snow. Here it only checks if the rain parameters is set to snow.
Marki 30 Jul @ 11:10am 
I know what you mean, but when I am running Project Dirt or whatever its called, it correctly applies snow. So map might not be broken. Thats why it got me curious.
diwako  [author] 30 Jul @ 9:23am 
see FAQ about this
> Q: It is snowing but it applies the rain texture, is this broken?
Marki 30 Jul @ 9:02am 
I noticed that crawling around in the snow (Chernarus Winter from CUP Terrains), you get dirty instead of snowy
DarkSight007 28 Jul @ 8:17am 
@diwako still, some people or teams do like to get a bit spicey on compat makers, wouldn't hurt to ask, idk.
diwako  [author] 28 Jul @ 6:59am 
Compat mods do not really need permission imo. You are just making 2 different mods compatible without modifying them usually.
DarkSight007 28 Jul @ 6:35am 
@diwako That would be awesome, then maybe I can try my hand in compat modding, but ofc with yours and theirs premmision ;p
diwako  [author] 28 Jul @ 4:13am 
Right now the mod only support units which are in the generated array of this script

private _units = allUnits;
_units append allDead;

then what ever is in the "_units" variable is being checked. I could add a functionality, so other mods can add what ever objects they want, but me directly supporting other mod objects which are not units is probably not gonna happen.
DarkSight007 28 Jul @ 3:31am 
When a unit gets a dismemberd limb, it becomes bloodied all over or it gets into underwear state, is there a posibility that your mod can add a texture on top of blodied state for example dirt texture but its a whole uniform per say of the dead unit. In that sense it "texture scans" or whatever?
diwako  [author] 28 Jul @ 2:24am 
@DarkSight007
You will need to elaborate a little more what do you mean with texture scan?
DarkSight007 28 Jul @ 1:16am 
@diwako Is it possible to use your mod as a "texture scan" of some sort for a Dismemberment mod?
diwako  [author] 26 Jul @ 11:13pm 
yep, your cloths also get wet when swimming. when it is snowing it hwoerr looks like more snow.
HBAOplus 26 Jul @ 8:33pm 
Hello, when doing swimming, does the uniform also got wet?
diwako  [author] 26 Jul @ 2:52pm 
Had a small chat. Turns out the uniforms were darkened as they were wet and not dirty, thus the washing did not show up.

and a small correction on my end, if the dirt value is above 25% then it becomes washable.
S. Jorgensen 26 Jul @ 2:30pm 
We are fully dirty and it says nothing
diwako  [author] 26 Jul @ 2:23pm 
Hmm, washing yourself only works if the dirt effect has reached 75% or above. It will not work on snow

What does it say if you run this
systemChat str (player getVariable ["dirt_main_groundDirtValue", 1])
S. Jorgensen 26 Jul @ 2:20pm 
No nothing
diwako  [author] 26 Jul @ 2:19pm 
No ace self interaction > equipment > wash yourself option
or double clicking onto a water bottle in the inventory?
S. Jorgensen 26 Jul @ 2:11pm 
For some reason the washing yourself dont work for us? its turned on in the settings and its ace water
diwako  [author] 24 Jul @ 2:38am 
Small update after talking with Georg Ravioli a bunch, i kind of figured i selected the textures the wrong way round.

This small bugfix update reverse the look up of texture selections. Now, pants from S&S for example get dynamic textures applied :D
Georg Ravioli 23 Jul @ 11:54pm 
Amazing, well I have my work cut out for me lmao
diwako  [author] 23 Jul @ 11:53pm 
As shitty as it sounds, both... info is taken from both arrays...
Georg Ravioli 23 Jul @ 11:50pm 
in order to possibly save time, I'd like to clarify: do I have to also copy over hiddenSelectionsTextures to CfgWeapons entries, or just hiddenSelections? There are thousands of uniforms here because of my insistence on using ACEAX XD
diwako  [author] 23 Jul @ 11:48pm 
It is more inside how arma handles that stuff internally, I also learned a little bit here :D
Georg Ravioli 23 Jul @ 11:45pm 
I see. Thanks so much for all your help! Good insight into how this mod works :)
diwako  [author] 23 Jul @ 11:44pm 
In short, not necessarily. Best case it is the same set up. In general if you want your models/textures to be retexturable inside a mission, then it needs the entries in the CfgWeapon class.
Georg Ravioli 23 Jul @ 11:42pm 
oh ok, so the CfgWeapons hiddenSelections and -Textures should match CfgVehicles?
diwako  [author] 23 Jul @ 11:41pm 
Ah I see. You will need to set the hiddenSelections inside the CfgWeapons class tree as well. The command "getObjectTextures" with the unit passed as parameter will fetch the information from the CfgWeapons entry.
Georg Ravioli 23 Jul @ 11:24pm 
in this mod (grcb_tweaks_ss_35_aceax.pbo), it's "grcb_p53_mitch_MC"
diwako  [author] 23 Jul @ 11:21pm 
I need to know which uniform/backpack that is. camo2 is a supported hidden selection, so i would like to check what is going on there.
Georg Ravioli 23 Jul @ 11:16pm 
second texture is "camo2". yes the last two are hidden
diwako  [author] 23 Jul @ 10:56pm 
I am seeing here 4 texture entries, what is the hidden selection for the second texture? the last 2 are empty thus do not count.
( i kind of need to make the framework a bit more resilient against that, so new update soon and thus i am trying to get more relevant hidden selection entries)
Georg Ravioli 23 Jul @ 4:47pm 
ok, I ran it on one of the uniforms that doesn't apply DIRT properly, here's the return:
["#(argb,2048,2048,1)ui(""RscDisplayEmpty"",""dirt_textures§0"",""ca"")","grcb_tweaks_ss_35\data\p53_mc_lows_mitch_co.paa","simc_uaf_67\data\bot_dschungel_mk2_primus_co.paa","",""]

not sure what it means, but the last two textures are from selections "camo2" and "bots2"
diwako  [author] 23 Jul @ 3:50pm 
To check these easily you can just run these two commands in the debug console while wearing the uniforms and backpacks to see what usable data comes back.

Backpack:
getobjecttextures (backpackContainer player)

Uniform
getObjectTextures player
diwako  [author] 23 Jul @ 3:43pm 
As an example for the backpack of class "B_simc_USMC65_M41_Roll"
It has 2 hidden selections: "sekop" and "roll2"
But the hidden selection textures are defined as this: {""}
first off, wrong count of entries for the textures, second an empty string is interpreted as "no texture". The textures given to you in a mission are twice an empty string then, which frankly does not help.

Of course that means you can retexture these selections using mods and config changes, but not on the fly in a mission.
Georg Ravioli 23 Jul @ 3:22pm 
I see, so if I add hiddenSelections[] with the relevant hiddenSelectionsTextures[] to each uniform/backpack, they'll be applicable?

If this is the case, I think some of the uniforms still aren't working. I have a uniform with config defined as such, and still only get textures on the blouse:

hiddenSelections[] = {"camo", "camo2", "bots2", "rank", "gas"};
hiddenSelectionsTextures[] = {"\grcb_tweaks_ss_35\data\p53_mc_mitch_co.paa", "\grcb_tweaks_ss_35\data\p53_mc_lows_mitch_co.paa", "", ""};

"sekop" is a shovel texture, attached to backpacks. For example, in S&S the "[USMC] M1941/44 (M43)"
diwako  [author] 23 Jul @ 3:17pm 
I found these in my units modpack
["","ass","band","bleft","blow","botol","camo","camo1","camo2","camo3","camo_1","camob","extras","golok","hose_apr","hose_base","hose_regulator","ifak","insignia","left","lows","radio1_hide","radio2_hide","regt","roll","roll2","sekop","smonk","zusp"]

I can add sekop as well easily, tho i would like to know on which item i can find it first.
diwako  [author] 23 Jul @ 3:17pm 
What i am saying is, if the selection is not defined in the hiddenSelection array, it cannot be used with setObjectTexture.

Dirt has these hidden selections marked as supported
["camo","camo_1","camo_2","camo_3","camo_4","camo_5","camo_6","camo_7","camo_launcher","camo_lod","camo_tube","camo_veil","camo01","camo1","camo1a","camo2","camo02","camo3_nutsack","camo03","camo3","camo4","camo05","camo5","camo6","camo7","camo8","camo9","camo10","camo11","camo12","camo13","camob","camogl","camomag","tex_01","tex_02","tex_03","tex_04","tex_05","tex_06","tex_07","tex_08","tex1","tex2","tex3","tex4","tex5","cmao","camo_01","camo_02","camo_03"]
Georg Ravioli 23 Jul @ 3:12pm 
I'm not sure I understand. All I can say is there are many uniforms in the mods I use (specifically ones that use "camo" for the blouse and "camo2" for the trousers) that only have DIRT textures applied to the blouse

Also backpacks, if the backpack itself is "camo" but say an attached shovel is "sekop", the textures only apply to the backpack itself.
diwako  [author] 23 Jul @ 3:04pm 
If they are not defined in the items hiddenSelection config is actually a way to disallow retextures on a mission basis, which DIRT basically uses.
Georg Ravioli 23 Jul @ 2:46pm 
well you won't find the hiddenSelections in the config, necessarily, because often they're not defined in config, only the models themselves.

But here's my own mod that's based on S&S
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2775924904
diwako  [author] 23 Jul @ 2:31pm 
Okay I am not finding any not covered hiddenSelections in the S&S mods my unit has

@Georg Ravioli
mind linking the mod in question?
diwako  [author] 23 Jul @ 11:39am 
That is rather annoying, not gonna lie. My unit has one or more of the S&S mods in use, i will take a look.
Georg Ravioli 23 Jul @ 10:32am 
For uniforms/backpacks in S & S and other goonworks mods it's: "camo", "camo1" through "camo6", "bots", "bots2", "buttons"

There are many more in backpacks and such, goonworks mods specifically use an odd naming structure.
diwako  [author] 22 Jul @ 11:01pm 
DIRT uses the values inside the hiddenSelection array which indicate said selection is "camo" or a texture, not an insignia for example.

I could be that the uniform is using another none standard selection name. If you are tech savvy could you send me the hiddenSelection (not the hiddenSelectionTextures array!) array from the uniform's config?

If you do not know what that is, mind sending me the name of the uniform and from which mod it is?
Georg Ravioli 22 Jul @ 6:46pm 
Sorry if this has been brought up already, but it seems the textures only apply to one hiddenSelection per item. Many mod uniforms use multiple textures for them (e.g. jacket, pants, and boots), and dirt/soak/etc only applies to the jacket.

Any way to fix this? PDD has an option to increase the number of selections allowed but I don't want to use it because of performance