Arma 3
D.I.R.T. - Dynamic Textures
204 Comments
Pilots get dirty inside their cockpits, not sure what causes it (Flying close to ground maybe?)
diwako  [author] 26 Aug @ 7:23am 
nope transparency is not really well supported with dynamic texture in general it seems.
SSG 26 Aug @ 7:01am 
Vanilla ghillie suits with dirt/blood textures applied will look vortex-ish, is there any way to work around it?
diwako  [author] 25 Aug @ 11:40am 
Possible, but I am fairly busy once again so not sure when and if at this point.
thp801 25 Aug @ 11:00am 
will there ever be dynamic vehicle dirt?
diwako  [author] 25 Aug @ 2:39am 
Easiest way is to simply run the following command and see that it does not return "[]"

getObjectTextures player
Sablus Maximus Decimus 25 Aug @ 1:39am 
Hi, how to know if a uniform is retexturable ? Because we are running The Cole Protocole on my unit and it seems to change some uniform part to their vanilla counterpart
diwako  [author] 23 Aug @ 12:46am 
Savegames as in, single player with actual saves as the SP campaigns. KP Liberation has its own system if you start up the mission again, it does not use the SP save game mechanic as far as i am aware.
ashiron2 22 Aug @ 8:33pm 
When you say savegames turning textures black, is this talking about savegames in singleplayer/coop campaigns with persistent characters?

I am asking because I'm running a KP liberation campaign in which units are respawned upon load etc, so I shouldn't encounter this bug right?
SSG 13 Aug @ 6:06pm 
Yeah it's an Arma bug, I tried adding a Loaded MissionEH to remove and re-add the units' uniforms in dirt_main_unitsAll, the uniforms textures are now random instead of full black, doesn't really help...
diwako  [author] 13 Aug @ 2:54pm 
Nope not much you can do about it. The textures eventually get stuck and turn black. I have opened a ticket to BI, but so far nothing has happened, they are probably not aware of that issue and would need constant bother for them to work on it.
Sneep Snorp 13 Aug @ 2:49pm 
Is there any way to fix the black texture on load issue? It says there was a workaround but did you mean it is intended to mitigate it before it happens or is theres something clientside i can do to reset when I reload a save?
diwako  [author] 12 Aug @ 5:55am 
Strange... okay. If It happens again, please gimme the value of that command i sent. Maybe even the RPT, could be some script errors happening.
SSG 12 Aug @ 5:28am 
settings: maxDynTextures = 50; maxDistance = 150; maxDistanceAnimations = 25;
I can't reproduce the problem now, despite loading and unloading the mod did cause a constant fps drop just a few hours ago...this mission packs less than 15 AIs around player, but will check dirt_main_unitsAll if this happens again, thanks!
diwako  [author] 12 Aug @ 3:07am 
Another question, what are you settings for this mod, all left to default?
diwako  [author] 12 Aug @ 3:02am 
@SSG could you run a few tests as i do not know this mission

Can you open up the debug console and just run this `count dirt_main_unitsAll` it should print a number.

Can you try and disable the mod inside the Addon Options menu and see if that improves things?

My current guess is there are too many units around the player.
SSG 11 Aug @ 11:22pm 
With the same modset, I did not notice FPS drop in any other scenarios (local LAN hosted Antistasi Ultimate on Yulakia, vanilla East Wind campaign in SP, Random Infantry Skirmish in SP). But this scenario in SP environment caught fire, so I guess it would be best to bring this up, thanks!
SSG 11 Aug @ 11:18pm 
In this scenario (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2893613134) , DIRT caused a fps drop from 60+ to 30 right at the beginning of the mission (removed DIRT and DIRT blood, and fps went back up)

Used reduced DIRT settings, have A3TI but did not use them in this scenario, have auto view distance, and have lossless scaling in the background as well.
Have a bunch of other mods but none interfere with dynamic uniform textures.
diwako  [author] 9 Aug @ 4:03am 
Another small update.

Explosions near a unit adds dirt, fixed textures not resetting properly on respawn for none local units in MP
diwako  [author] 4 Aug @ 1:24am 
Added A3 Thermal Improvements support
and
Added event when washing dirt off, can be used by mission and mod makers for things.
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?