evil_brownie 17 Posted May 1, 2012 Hello everyone (or whoever reads this :P). I've been trying to wrap my head around this for a while if one could actually retexture it. Now, i've been looking around the tutorials, but most of these involve units (ie soldiers). I also know that there is at least one retexture of it, but i can't understand how it was done on it. Viewing there is no specific "texturing section", i think this is the right place to ask :/ Being said, could anyone point out to me succinctly how i could do it, all i need is some guidance/quick steps, if possible, and i'll work my way from there, since i've been slowly learning to do configs and textures, but again, i can't seem to grasp doing a retexture specifically for the c130j. If it worked with hidden selections (at least the vanilla c130j doesn't, don't know about the OA one), i could've worked my way easily. Any help is appreciated. Share this post Link to post Share on other sites
PuFu 4600 Posted May 1, 2012 if it isn't hidden selection ready, then it isn't possible. All the other possible workarounds are against BIS EULA. Share this post Link to post Share on other sites
slatts 1978 Posted May 1, 2012 i used the set object texture code on it and it worked :) Share this post Link to post Share on other sites
evil_brownie 17 Posted May 1, 2012 (edited) if it isn't hidden selection ready, then it isn't possible. All the other possible workarounds are against BIS EULA. Got it. i used the set object texture code on it and it worked Nice. So all i would need to do is define via an eventhandler in the config a setobject texture to each of the selections for the exterior textures? So i need all to find now are the indexes for them. Am i right? Edited May 1, 2012 by Evil_Brownie Share this post Link to post Share on other sites
slatts 1978 Posted May 1, 2012 Nice. So all i would need to do is define via an eventhandler in the config a setobject texture to each of the selections for the exterior textures? So i need all to find now are the indexes for them. Am i right? use this bit of code this setObjectTexture [0,""] in the init line of the editor, if it turns invisible, you know you can re-texture it. inside the "" add the link to the file C:/desktop/my_c130.paa that sorta thing if certain parts dont turn invisible then do a ; and then redo the code but change the 0 to a 1 Share this post Link to post Share on other sites
evil_brownie 17 Posted May 1, 2012 (edited) use this bit of code this setObjectTexture [0,""] in the init line of the editor, if it turns invisible, you know you can re-texture it. inside the "" add the link to the file C:/desktop/my_c130.paa that sorta thing if certain parts dont turn invisible then do a ; and then redo the code but change the 0 to a 1 Thanks, will try it out. Little edit: Already have the indexes for the main bits, ie the ones i actually need (namely 0 and 1). they don't seem to affect the under-wing tanks, but nonetheless, i have something to work on, so, once again, thanks Slatts and PuFu :) Edited May 1, 2012 by Evil_Brownie update, grammar checks Share this post Link to post Share on other sites
slatts 1978 Posted May 1, 2012 the under wing tanks may be a proxy, i know they were on the harrier from arma1 anyway, im pretty sure you can use SOT code in your config to create an addon out of your skin Share this post Link to post Share on other sites
evil_brownie 17 Posted May 2, 2012 Hmm...this is proving trickier than expected. I can't seem to get SetObjectTexture to work on an addon. Below i show my config and adjacent script: pbo name is c130_test class CfgPatches { class c130_test { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class cfgvehicles { class c130j; class testbase_c130: c130j { scope = 2; displayname = "C-130 Test" vehicleclass = "Air"; faction = "usmc"; side = 1; crew = "usmc_soldier_pilot"; class EventHandlers { init = "_this execVM ""\c130_test\test_c130_init.sqf"";"; }; }; }; Which then goes to said script, inside the same pbo: _vehicle = _this; _vehicle setobjecttexture [0,""\c130_test\c130j_body_test_co.paa""]; _vehicle setobjecttexture [1,""\c130_test\c130j_wings_test_co.paa""]; Share this post Link to post Share on other sites
[frl]myke 14 Posted May 2, 2012 No need to use EventHandlers for this: class CfgPatches { class c130_test { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class cfgvehicles { class c130j; class testbase_c130: c130j { scope = 2; displayname = "C-130 Test" vehicleclass = "Air"; faction = "usmc"; side = 1; crew = "usmc_soldier_pilot"; hiddenSelectionsTextures[] = {"\c130_test\c130j_body_test_co.paa","\c130_test\c130j_wings_test_co.paa"}; }; }; But for completeness, this script should have worked: _vehicle = _this select 0; _vehicle setobjecttexture [0,""\c130_test\c130j_body_test_co.paa""]; _vehicle setobjecttexture [1,""\c130_test\c130j_wings_test_co.paa""]; Eventhandlers usually passes arrays and you forgot to select a index of this array. ;) Share this post Link to post Share on other sites
evil_brownie 17 Posted May 2, 2012 Myke;2143240'] (...) Thanks Myke, it's working now. Share this post Link to post Share on other sites
gossamersolid 155 Posted May 4, 2012 if it isn't hidden selection ready, then it isn't possible. All the other possible workarounds are against BIS EULA. Hex editting a model to change the texture files is against the BIS EULA? If so I'm in trouble and so are a bunch of other people Share this post Link to post Share on other sites
max power 21 Posted May 5, 2012 Hex editting a model to change the texture files is against the BIS EULA?If so I'm in trouble and so are a bunch of other people It is indeed, and I guess you are. I'm quite surprised this is news to you. I'll contact you on Skype. Share this post Link to post Share on other sites