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evil_brownie

Retexturing the C-130J

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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.

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if it isn't hidden selection ready, then it isn't possible. All the other possible workarounds are against BIS EULA.

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i used the set object texture code on it and it worked :)

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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 by Evil_Brownie

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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

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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 by Evil_Brownie
update, grammar checks

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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

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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""];

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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. ;)

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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

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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.

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