FALBronco 1 Posted March 12, 2013 Thanks for pointing this out FALBronco. I will check this once home today (in 12hrs) and report back. I was told that the armor1_co texture is not used by the models anyway, but in case it is, I will correct this and reupload. As for your variety question - it all comes down to the configuration file. Someone smarter that me in this area (lots of people here are) will probably know. PS: I believe the Italian SOF units have been released along with an example .cfg file to learn from. thank you very much, topas. Share this post Link to post Share on other sites
viper[cww] 14 Posted March 12, 2013 Hey topas, what is the difference (in-game) between the armor1 and vests1? And do we really need to use armor1? Share this post Link to post Share on other sites
Quakecry 10 Posted March 12, 2013 Could someone be so kind and post the photoshop files for the green flight suit on blufor? Share this post Link to post Share on other sites
Quakecry 10 Posted March 12, 2013 (edited) Oh, anybody know how i actually replace the woodland layer with another texture? I have another cam oi'd like to use but how do i actually apply it? - And after that how they are put ingame. Edited March 12, 2013 by Quakecry Share this post Link to post Share on other sites
FALBronco 1 Posted March 13, 2013 Hi, I am currently trying camos and armor1.psd file is not used as topas said, had trouble assigning to a camo helmet, only ran on the default, but copying the folder headgear_b_helmet_ballistic.p3d addon to fix the problem . Sorry for my English, I am using a translator, Greetings. Share this post Link to post Share on other sites
viper[cww] 14 Posted March 13, 2013 Hi, I am currently trying camos and armor1.psd file is not used as topas said, had trouble assigning to a camo helmet, only ran on the default, but copying the folder headgear_b_helmet_ballistic.p3d addon to fix the problem . Sorry for my English, I am using a translator, Greetings. Ah, of course. As I came back to the thread it started at your post with Topas' reply, excuse my ignorance. ;) Share this post Link to post Share on other sites
Shrimpmr 1 Posted March 13, 2013 can someone please tell me exactly what i need to use this Share this post Link to post Share on other sites
R0adki11 3949 Posted March 13, 2013 can someone please tell me exactly what i need to use this Photoshop or Gimp to open the .psd files :) Share this post Link to post Share on other sites
Quakecry 10 Posted March 13, 2013 Right, but how do i save them back to the PAA format? Share this post Link to post Share on other sites
shockero 10 Posted March 13, 2013 Right, but how do i save them back to the PAA format? You need Kegetys' paa plugin, download it from here Share this post Link to post Share on other sites
Quakecry 10 Posted March 13, 2013 You need Kegetys' paa plugin, download it from here Well it didn't work in CS5 for me, so i saved them in the taga format, then with textview2 converted them to paa format. Issue is however that ingame it says textures can't be loaded. Here's how my CFG looks like: enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "NorFor"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"E://arma2textureadddon/data/clothing1_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"E://arma2textureadddon/data/equip1_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"E://arma2textureadddon/data/vests_rgr_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; any idea what the issue could be? Share this post Link to post Share on other sites
shockero 10 Posted March 13, 2013 (edited) Well it didn't work in CS5 for me, so i saved them in the taga format, then with textview2 converted them to paa format. Issue is however that ingame it says textures can't be loaded.Here's how my CFG looks like: any idea what the issue could be? Try this... enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "NorFor"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"arma2textureadddon\data\clothing1_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_m cam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor _diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.pa a"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballist ic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"arma2textureadddon\data\equip1_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballist ic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_C A.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"arma2textureadddon\data\vests_rgr_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Edit: PM sent regarding helmet problem. Edited March 13, 2013 by ShOcKeRoS Share this post Link to post Share on other sites
Quakecry 10 Posted March 13, 2013 Thanks it worked perfect. Only thing is that the helmet won't appear on the dude. But, you just helped me make my first addon ever and i do feel a little proud even though it isnt much to be proud of. Other than a base template in arma 2! It still requires alot of work and i need to figure out how to add the helmet, but it worked. they also don't show up in the inventory, or they are there but no picture or anything. Share this post Link to post Share on other sites
topas 1 Posted March 13, 2013 Looking good, you may want to take it a step further and play a bit with the layer on top; as my .psd was intended to be used for a woodland retexture - hue/saturation or colorize options in PS should do the trick in adjusting all the green stuff (mostly visible on pouches) to your camo pattern ;) Share this post Link to post Share on other sites
viper[cww] 14 Posted March 26, 2013 Can anyone help me with my config? I made a thread over in the Arma 3 Editing, Config and Scripts section. Mods, if this is not allowed please delete post. Share this post Link to post Share on other sites
hacksaw 10 Posted May 9, 2013 Does this work with the setObjectTexture command? I currently have this in my init line this setObjectTexture [1,"vests_rgr_co.paa"]; but it doesn't work. I have all the texture files as .paa format and in my mission folder but nothing shows up on the unit. Help? Share this post Link to post Share on other sites
Pomi Git 256 Posted May 9, 2013 Thanks for sharing Topas. FYI people, you don't need Photoshop plugins or conversion tools, just texview2. To edit a texture paa file, open in texview2, go to save as, change file type to 'all files', change file extension to .tga and save. That's your paa to tga conversion done Once you've finished editing in Photoshop, save as a .tga file, open the tga file in texview2 and save as .paa file. That's your tga to paa conversion done Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 11, 2013 You need Kegetys' paa plugin, download it from here DONT USE IT !! Read the many warnings elsewhere ..... it can produce visual bugs. ...... it is after all a very old app. Share this post Link to post Share on other sites
Sbats 1 Posted May 12, 2013 (edited) looks very nice :D You can also save as .png for transparent files and .jpeg for non-transparent and convert from tex2view to .paa if you're looking for a smaller file size. Edited May 12, 2013 by Sbats Share this post Link to post Share on other sites
bravo409 13 Posted October 5, 2013 Hi I just took a template of a psd texture on the soldier provided in arma 3 download and retextured my soldier but how do I get it to play in the game I saved it in the same format as it came in psd...I'm new to this so could some help me please. After its retextured what do I do now? Share this post Link to post Share on other sites
HorbeySpector 164 Posted October 5, 2013 1) Save the image you have in photoshop as a JPG or PNG 2) open it with TexView 2 and save it as a .paa file 3) create a config.cpp (google something like "Arma 3 retexture config"), depending on what soldier your retexturing.. 4) pack the map with the config and the .paa file using BinPBO 5) launch the packed PBO file along with your game. Share this post Link to post Share on other sites
speedygonzales 15 Posted October 11, 2013 Can anyone Reuup the files please the download link seems to be down and thank you for that great help. Share this post Link to post Share on other sites
surpher 1 Posted October 11, 2013 Can anyone Reuup the files please the download link seems to be down and thank you for that great help. http://www.armaholic.com/page.php?id=19170 Share this post Link to post Share on other sites
speedygonzales 15 Posted October 11, 2013 thx surpher Share this post Link to post Share on other sites