PMC websites shut down September 13th 2025 unless yearly web hosting fees are paid. Please Support PMC to help keep these websites online.

Enjoyed or found this pages content useful, please Support PMC to help me keep this web page online beyond september 13th 2025 when yearly web hosting fees are due.

User Tools

Site Tools


arma2:texturing:flir

ArmA 2 FLIR / Thermal Imaging textures

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

FLIR or Thermal Imaging Textures

You need to make a texture for the FLIR to work, something like:

MyTexture_ti_ca.paa

A quick way to create a ti_ca map is to use the alpha/blue layers from your _NOHQ and play around with the brightness and contrast to get it looking similar to a bis _ti map. Extract the character_e.pbo and have a look at a _ti map to compare to what you are making.

Example below, this should all be in the ALPHA channel of your texture. The GREEN and BLUE channels should be completely black and the RED should be completely white. (making the RGB all red).

Image link

Add an extra stage to your RVMAT, if you open a bis RVMAT from ArmA 2 Operation Arrowhead you can't actually see the StageTI that defines the thermal map.

You need to open your models RVMAT in text editor and add:

class StageTI
{
        texture = "path\to\your\thermal_map_ti_ca.paa";
};

I add this right at the top and it seems to work fine.

See also VBS 2 developer online help and specific Thermal Imaging page.

arma2/texturing/flir.txt · Last modified: 2024/08/02 10:25 by snakeman