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topas

.psd templates [NATO]

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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.

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Hey topas, what is the difference (in-game) between the armor1 and vests1? And do we really need to use armor1?

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Could someone be so kind and post the photoshop files for the green flight suit on blufor?

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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 by Quakecry

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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.

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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. ;)

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can someone please tell me exactly what i need to use this
Photoshop or Gimp to open the .psd files :)

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Right, but how do i save them back to the PAA format?

You need Kegetys' paa plugin, download it from here

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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?

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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 by ShOcKeRoS

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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.

9C0tUy6.jpg

UJaHMkb.jpg

they also don't show up in the inventory, or they are there but no picture or anything.

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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 ;)

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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.

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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?

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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

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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.

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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 by Sbats

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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?

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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.

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