In this video I'll show you the basics of importing a texture into Arma Reforger Tools. My discord: / discord Mixer: quixel.com/mixer Polyhaven texture: polyhaven.com/...
Quicker way to make a new folder, resource browser in the bottom left corner, right click > new folder. Very helpful tutorial for aspiring terrain creators for Reforger. 😊
notes: You can have 2k textures but for optimization 512 work well too. To add effects to your material when you shoot at it can be done by going to the details tab of the texture in Enfusion, then there where we dragged and dropped the textures, you should see GENERAL. Click on the arrow to expand it and then click on the two dots you should then navigate to ArmaReforger>Common>Materials>Game here you will find all the effects. So choose one and test it out. Thanks guys have a good one!
Correction! You need to set the satmap blend values for the material. Both that and the brightness of the satmap color that will blend in on that specific material. Middle is just to reduce the resolution of the texture viewed at a specific distance from the camera. Optimization thing when using high res detail maps.
It that is not looking to do anything, then the satellite image has to be re imported. That also fixes other bugs like vegitation not showing, or layer blends not being correct. I normally change both normal size and satellite size to lower or higher resolutions to see what size workes best without crashing. Then save all, close the worldeditor and reload the world. Bohemia really needs to polish this engine before Arma 4. And hopefully add more procedural systems for terrain material setup. Specially auto slope layer for steep angles to rock/cliff with slope based transition to debris rock with a option to use a convex mask or flow map/mask. Another nice feature would be to apply a ocean floor material by setting the sea level height. So when you have set the ocean elevation the ocean floor material would be procedurally added under the max ocean level or a override option. And better if there is a transition option where you can add another material to come before the ocean floor.
To blend best with a satmap you need a middle version of both texture files. They should then be a low resolution version at 1024x1024px They will be the textures that blend between then detailed and satmap. So for the middle textures you could basically export them again from quixel mixer named "Sande_Middle_NHO" and "Sand_Middle_BCR" but in 1024x1024px Better then exporting them from photoshop scaled down and perhaps lose some quality...
Quicker way to make a new folder, resource browser in the bottom left corner, right click > new folder.
Very helpful tutorial for aspiring terrain creators for Reforger. 😊
You are my hero. I have been struggling hardcore to get my textures into Enfusion
notes:
You can have 2k textures but for optimization 512 work well too.
To add effects to your material when you shoot at it can be done by going to the details tab of the texture in Enfusion, then there where we dragged and dropped the textures, you should see GENERAL. Click on the arrow to expand it and then click on the two dots you should then navigate to ArmaReforger>Common>Materials>Game here you will find all the effects. So choose one and test it out.
Thanks guys have a good one!
Thank you for the tutorial! this helps a lot
Correction!
You need to set the satmap blend values for the material.
Both that and the brightness of the satmap color that will blend in on that specific material.
Middle is just to reduce the resolution of the texture viewed at a specific distance from the camera. Optimization thing when using high res detail maps.
It that is not looking to do anything, then the satellite image has to be re imported. That also fixes other bugs like vegitation not showing, or layer blends not being correct. I normally change both normal size and satellite size to lower or higher resolutions to see what size workes best without crashing. Then save all, close the worldeditor and reload the world.
Bohemia really needs to polish this engine before Arma 4. And hopefully add more procedural systems for terrain material setup.
Specially auto slope layer for steep angles to rock/cliff with slope based transition to debris rock with a option to use a convex mask or flow map/mask.
Another nice feature would be to apply a ocean floor material by setting the sea level height. So when you have set the ocean elevation the ocean floor material would be procedurally added under the max ocean level or a override option. And better if there is a transition option where you can add another material to come before the ocean floor.
To blend best with a satmap you need a middle version of both texture files. They should then be a low resolution version at 1024x1024px
They will be the textures that blend between then detailed and satmap.
So for the middle textures you could basically export them again from quixel mixer named "Sande_Middle_NHO" and "Sand_Middle_BCR" but in 1024x1024px
Better then exporting them from photoshop scaled down and perhaps lose some quality...
Wondering how you create rivers, looks so smooth
What do you mean smooth?
what the stats of your PC?
specs: 3060Ti, Rysen 7 5800x, 48GB of ram
Show me a video where you add a tattoo to the player, there is no tutorial, would you be number 1?