Arma 3
DCX, DMOrchard's cDLC Crossover mod
 This topic has been pinned, so it's probably important
dmorchard  [developer] 15 Aug, 2021 @ 6:35am
"exporting" in-game texture images
Knowing an image's path and filename you can set up a UI that displays it on-screen in-game. Now it's available to screen-shot. I'd seen this method mentioned several times over the years but never explained. I couldn't find relevant forum posts, YouTube tutorials, or conversations in Discord either, leading me to believe it is sort of a taboo subject... which I suppose it might be.

However, I'll go out on a limb and assume that if it is a technical copyright violation w.r.t. to images contained within EBOs (for laypersons, those are encrypted addon files that are inaccessible to the modding community), it's not something anyone is enthusiastic about enforcing, given that...
  • modding is a keystone of the Arma community, and
  • templates have been promised by the devs, and
  • the special circumstances of the CDLC program have the unfortunate consequence of hampering modding (since, unlike normal DLCs, the CDLC's EBOs will never be re-released in the unencrypted PBO format, where image files will be freely accessible to modders)
  • when I asked in Discord if it would be bad to publish something that included some PAA elements extracted via the "dialog & screenshot" method, the moderator's opinion was it was "fine and currently the only method to do it".
If someone in the know wants to set me straight, please do and I'll get back in compliance.

Getting back on topic...
I had to teach myself how to code a UI, and these are the resources that were most helpful to me...

Basically, my UI script displays a 1024x1024 image centered on the screen over a white background; I take a screenshot, then paste it into my image editor (I use GIMP), where a mask isolates that central 1024x1024 that I want. When the original texture file is larger than 1024x1024, the script zooms and scales such that it is always presenting me with 1:1 pixels. For a 2048x2048, it sets things up to take 4 "quadrant" screenshots; for 4096x4096, it's a 4x4 grid. I have GIMP templates set up such that pasting all 4 or 16 screenshots into a series of existing layers which have been masked and properly grid-positioned, the resulting composite image is essentially a reproduction of the original texture file. There's sometimes a faint distortion at the edges of each 1024x1024 tile due to Arma's pesky "vignette" effect - I wish I knew how to switch that off! However, by centering on-screen the vignette is minimally intrusive, and it's usually imperceptible.

Before anyone asks: I won't share my script. First, it's the work of an absolute noob, and I don't want to embarrass myself. Second, it was easier to get into half-ass working order than I expected; I learned some new skills and so should you! Third, if there's a "last straw" that's going to bring a cease-and-desist to my inbox it's handing out copies of the front door key! ;)
Last edited by dmorchard; 3 Sep, 2021 @ 6:23am
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Eggbeast 9 Aug, 2022 @ 4:39am 
for the record, SOG Prairie Fire dev team has no problem with you extracting textures or RVMATs from the game content, so long as you don't breach encryption. If there's something you need but can't get at it legally, you are welcome to ask us, as we support modding.
Making texture templates actually takes longer to do than texturing the vehicle in the first place, which is why we just released a bunch of textures and materials files directly without adding layers etc. IF there are any assets you need, just ask in our discord modding channel and we can add them to the pack.
dmorchard  [developer] 9 Aug, 2022 @ 7:20pm 
Thanks for the clarification, Eggbeast!
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