Messiah 2 Posted May 5, 2013 the screenshot is quite clear about what it's telling you, it can't find the texture, which means there's something wrong with this line: hiddenSelectionsTextures[] = {"\mod\data\IDF01_co.paa"}; so, check: 1. is that the correct path? is your pbo named 'mod'? I doubt it? That line works like any file path in windows, make sure it's pointing to the correct place 2. is that your texture name? double check it's spelt correctly. Plus, make sure you use your tags on the front of your pbo name. Share this post Link to post Share on other sites
chaseh27 10 Posted May 5, 2013 the screenshot is quite clear about what it's telling you, it can't find the texture, which means there's something wrong with this line: hiddenSelectionsTextures[] = {"\mod\data\IDF01_co.paa"}; so, check: 1. is that the correct path? is your pbo named 'mod'? I doubt it? That line works like any file path in windows, make sure it's pointing to the correct place 2. is that your texture name? double check it's spelt correctly. Plus, make sure you use your tags on the front of your pbo name. My pbo is actually named mod. You said to put my tags in front of the pbo, so the path would be "\ch27_mod\data\IDF01_co.paa"? Share this post Link to post Share on other sites
Messiah 2 Posted May 5, 2013 ok, odd name ;) that looks correct, assuming the pbo has a subfolder called data, within which the IDF01_co.paa is contained. Share this post Link to post Share on other sites
chaseh27 10 Posted May 5, 2013 (edited) Yep, .pbo is in the addons folder and the data folder is next with the config.cpp and texture file. So when i make a new pbo, it includes all folders that follow it right? Here is a picture of my file path. On the left is where the pbo is and on the right is the data folder where the config and .paa are. http://s1315.photobucket.com/user/chaseh27/media/path_zps5da0d518.jpg.html?sort=3&o=0 Also, I remember reading somewhere that the retexture has to be a specific size for it to work but I can't find where i read this. Do you guys think that this could be affecting it? Edited May 5, 2013 by chaseh27 Share this post Link to post Share on other sites
Messiah 2 Posted May 5, 2013 ah ok, you've misunderstood how .pbo works. The data folder needs to be INSIDE the pbo, along with the config.cpp and the texture. It's a self contained little file, where the game will search for the relevant files. If you're doing the retexture, then the texture needs to be the same size as the original. The pbo steps are: Create a folder, name it ch27_mod Inside that folder place the config.cpp file, and create a folder called 'data' Inside the data folder place your texture file. You then create a pbo file from the ch27_mod root folder. Share this post Link to post Share on other sites
chaseh27 10 Posted May 5, 2013 (edited) ah ok, you've misunderstood how .pbo works.The data folder needs to be INSIDE the pbo, along with the config.cpp and the texture. It's a self contained little file, where the game will search for the relevant files. If you're doing the retexture, then the texture needs to be the same size as the original. The pbo steps are: Create a folder, name it ch27_mod Inside that folder place the config.cpp file, and create a folder called 'data' Inside the data folder place your texture file. You then create a pbo file from the ch27_mod root folder. Oh, ok. So just to make sure the pbo is outside the ch27_mod folder? Well, I still can't get it to work. I've looked through my config for errors in the path but cant find any. Maybe you can. enum { 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 ch27_A3_IDF_F_BLUFOR { units[] = {"ch27_B_Soldier_GL_F"}; weapons[] = {"ch27_V_PlateCarrierGL_rgr"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class ch27_IDF { displayName = "IDF"; priority = 3; side = 1; }; }; class CfgVehicles { class B_Soldier_GL_F; class ch27_B_Soldier_GL_F : B_Soldier_GL_F { faction = "ch27_IDF"; displayName = "Grenadier"; linkedItems[] = {"ch27_V_PlateCarrierGL_rgr", "H_HelmetB_paint", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ch27_V_PlateCarrierGL_rgr", "H_HelmetB_paint", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class ItemCore; class ItemInfo; class Vest_Base; class VestItem; class ch27_V_PlateCarrierGL_rgr: Vest_Base { scope = 2; displayName = "Carrier GL Rig (IDF)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\ch27_mod\data\idf01_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; containerClass = "Supply150"; mass = 60; armor = "5*0.6"; passThrough = 0.75; hiddenSelections[] = {"camo"}; }; }; }; File paths http://s1315.photobucket.com/user/chaseh27/media/path_zps867bb721.jpg.html?sort=3&o=0 Edited May 5, 2013 by chaseh27 Share this post Link to post Share on other sites
Messiah 2 Posted May 5, 2013 ch27_mod folder becomes the pbo. you shouldn't have open folders like that within A3, create your addons seperately, preferably using the P drive system that BIS implements with their tools. In your @idf directory you should only have a folder named 'addons' and in that folder, the ch27_mod.pbo Inside ch27_mod.pbo you have what I described in my last post. Share this post Link to post Share on other sites
chaseh27 10 Posted May 5, 2013 (edited) Well, when i create the .pbo using elitness, the folder still remains. Should I not be using elitness? I just opened the .pbo using elitness and everything is in there. It includes the whole path though(ch27_mod>program files (x86)>steam>steamapps>common>arma3>@idf>addons>ch27_mod>data). D need to delete the whole file that the .pbo was created from? Edited May 5, 2013 by chaseh27 Share this post Link to post Share on other sites
surpher 1 Posted May 6, 2013 Eliteness is fine and the folder will still remain when you pbo it. Do you have a P: drive and a ArmAWork's folder in your Documents folder? (P: and ArmAWork occupy the same space on your harddrive.) If so create a new folder called ch27 in either P: or ArmAWork , thats is now your workspace. Move the ch27_mod folder into your new workspace folder. Move your @idf folder to C:\Users\UserName\Documents\Arma 3 Alpha\ to look like this C:\Users\UserName\Documents\Arma 3 Alpha\@idf\addons\, move your ch27_mod.pbo into the addons folder. You will most likely have to enable this folder in game: Main Menu|Options|Expansions. Avoid keeping anything other than official files here program files (x86)\steam\steamapps\common\arma3\, remove what files you have added and it maybe worth verifying the integrity of the game cache. Steam|Library|right_click on Arma 3 Alpha|Properties|Local Files|Verify Integrity Of Game Cache My workspace P:\surph\ C:\Users\UserName\Documents\ArmAWork\surph\ My mod folder C:\Users\UserName\Documents\Arma 3 Alpha\@surpher\addons\ Share this post Link to post Share on other sites
chaseh27 10 Posted May 6, 2013 I'll try that when I get home, thanks. Share this post Link to post Share on other sites
chaseh27 10 Posted May 6, 2013 I still get the same texture path error. I can't figure out what is wrong with the path though. Share this post Link to post Share on other sites
surpher 1 Posted May 7, 2013 Maybe it's the texture that's the problem. Steps I take to edit a texture: Open original texture in TexView 2. SaveAs .tga (I always type the extension) Edit in Photoshop and SaveAs tga. Open new texture in TexView 2. SaveAs .paa (again typing the extension). Share this post Link to post Share on other sites
chaseh27 10 Posted May 8, 2013 Maybe it's the texture that's the problem.Steps I take to edit a texture: Open original texture in TexView 2. SaveAs .tga (I always type the extension) Edit in Photoshop and SaveAs tga. Open new texture in TexView 2. SaveAs .paa (again typing the extension). yep, that is exactly what I did. Share this post Link to post Share on other sites
surpher 1 Posted May 8, 2013 I've tested the last config you posted in game and it works, it must be the texture. Share this post Link to post Share on other sites
chaseh27 10 Posted May 8, 2013 Well I did all of those steps. What do you think I might have messed up on? ---------- Post added at 03:40 PM ---------- Previous post was at 02:44 PM ---------- Ok I just made a whole new texture file and still no luck. Share this post Link to post Share on other sites
Sealife 22 Posted May 9, 2013 Are you using eliteness or BinPBO for making your new PBO ? Eliteness is a great tool only if you are using it correctly , i personally dont understand it for re packing but that is solely my fault because Binpbo is so easy to use i wont learn elteness for repacking . If you dont have P:drive your probably going to struggle making anything to be honest because "most" tuorials are based on that as a default element. Share this post Link to post Share on other sites
surpher 1 Posted May 9, 2013 Well I did all of those steps. What do you think I might have messed up on?---------- Post added at 03:40 PM ---------- Previous post was at 02:44 PM ---------- Ok I just made a whole new texture file and still no luck. Does the game crash or do you get an invisible vest with shadows? You could try renaming the original texture to idf01_co.paa and see if you can get that to load. Share this post Link to post Share on other sites
xyberviri 1 Posted May 9, 2013 bin is post binarization (packing/secure) of the pbo - none of the tools will convert it back to a .cpp. Config files are written as config.cpp. - that would be your next step ;) that is a misstatement, you can debinerize .bin files with eliteness and also unrap. Share this post Link to post Share on other sites
chaseh27 10 Posted May 10, 2013 Are you using eliteness or BinPBO for making your new PBO ? Eliteness is a great tool only if you are using it correctly , i personally dont understand it for re packing but that is solely my fault because Binpbo is so easy to use i wont learn elteness for repacking . If you dont have P:drive your probably going to struggle making anything to be honest because "most" tuorials are based on that as a default element. I'm using Eliteness. And yes, I get an invisible vest with shadows. The game does not crash. I have already tried renaming the .paa to that but still no luck. Share this post Link to post Share on other sites
surpher 1 Posted May 14, 2013 Have you managed to get it working yet? Share this post Link to post Share on other sites
chaseh27 10 Posted May 19, 2013 Nope. I have been working on it but I can't figure it out. Share this post Link to post Share on other sites
surpher 1 Posted May 19, 2013 Have you tried packing with BinPBO, I personally use Kegetys cpbo. Share this post Link to post Share on other sites
chaseh27 10 Posted May 21, 2013 No but I will try that. Share this post Link to post Share on other sites
chaseh27 10 Posted May 25, 2013 Hey, I still can't get it to work but I just want to thank you guys for helping me. I'm sure I'll figure it out soon. Share this post Link to post Share on other sites