Jump to content
Sign in to follow this  
b00ce

PSD and PDN Templates for Independent Uniforms

Recommended Posts

Using lennard's PSD template for the USMC/ArmA1 units as inspiration, I made a PSD and PDN (For those of us who use paint dot net and don't have any plugins) template for the independent faction's kick ass uniform. (Much better than NATO and Iran) I haven't done the body armor or ACH because it doesn't suit my purposes at the moment, I figured I'd share and make peoples' lives easier. I'm not worried about getting put in any credits or anything, so don't worry about any legal BS. :)

Download:

http://rapidshare.com/files/4273200726/Independent_Template.zip

Share this post


Link to post
Share on other sites

i'd also like to put some templates out, but for that a tutorial explaining how you in PSD easy make it so you can apply a texture without it going over boots and so on would be nice. Good job by the way!

Share this post


Link to post
Share on other sites

could you give us an example config for that? I know how it works for the NATO uniforms.. just not for these ones. (don't know the modelnames etc)

Share this post


Link to post
Share on other sites
could you give us an example config for that? I know how it works for the NATO uniforms.. just not for these ones. (don't know the modelnames etc)

There's a config browser ingame, pop that baby open and go take a look at the class for the green rifleman (You can see the classname for it when placing a unit in the top right of the placing unit dialog).

Share this post


Link to post
Share on other sites
i'd also like to put some templates out, but for that a tutorial explaining how you in PSD easy make it so you can apply a texture without it going over boots and so on would be nice. Good job by the way!

Create a new layer above what ever bit or bob you want to apply camo to and paste your camo. Move it around to create contrast between sections. Go to the layer below and use the magic wand to select around the section go back up and hit delete. Be sure to make the camo layer transparent.

This is how it is in PDN, at least. I don't use photoshop, I just have an import/export plugin.

could you give us an example config for that? I know how it works for the NATO uniforms.. just not for these ones. (don't know the modelnames etc)

To be perfectly honest, I don't fully grasp it and I have a hard time myself.

Share this post


Link to post
Share on other sites

Here is an example config, the helmet model does not appear to have working hiddenSelection and the vest has errors too.

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 DefaultEventhandlers;
class CfgPatches
{
class example_indep_uniform_config 
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F_Beta"};
};
};

class UniformSlotInfo
{
slotType = 0;
linkProxy = "-";
};

class CfgVehicles
{
class I_Soldier_base_F;

class Example_I_soldier_F: I_Soldier_base_F
{
	_generalMacro = "I_soldier_F";
	scope = 2;
	displayName = "Example Soldier 1";
	cost = 50000;
	uniformClass = "Example_U_I_CombatUniform";
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"pathtoyouraddonretexturefile.paa"};
	linkedItems[] = {"Example_V_PlateCarrierIA1_dgtl","Example_H_HelmetIA","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"Example_V_PlateCarrierIA1_dgtl","Example_H_HelmetIA","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
class Example_I_Soldier_02_F: I_Soldier_base_F
{
	_generalMacro = "I_Soldier_02_F";
	scope = 2;
	displayName = "Example Soldier 2";
	model = "\A3\Characters_F_Beta\INDEP\ia_soldier_02.p3d";
	uniformClass = "Example_U_I_CombatUniform_shortsleeve";
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"pathtoyouraddonretexturefile.paa"};
	linkedItems[] = {"Example_V_PlateCarrierIA1_dgtl","Example_H_HelmetIA","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"Example_V_PlateCarrierIA1_dgtl","Example_H_HelmetIA","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
};

class cfgWeapons
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
	class ItemInfo;
};
class Example_U_I_CombatUniform: Uniform_Base
{
	scope = 2;
	displayName = "Example Indep Uniform 1";
	picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CrewUniform_rucamo_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
	class ItemInfo: UniformItem
	{
		uniformModel = "-";
		uniformClass = "Example_I_soldier_F";
		containerClass = "Supply20";
		mass = 80;
	};
};
class Example_U_I_CombatUniform_shortsleeve: Uniform_Base
{
	scope = 2;
	displayName = "Example Indep Uniform 2";
	picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CombatUniform_rucamo_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
	class ItemInfo: UniformItem
	{
		uniformModel = "-";
		uniformClass = "Example_I_Soldier_02_F";
		containerClass = "Supply20";
		mass = 80;
	};
};

class VestItem;
class Vest_Camo_Base: ItemCore
{
	class ItemInfo;
};
class Vest_NoCamo_Base: ItemCore
{
	class ItemInfo;
};
class Example_V_PlateCarrierIA1_dgtl: Vest_Camo_Base
{
	scope = 2;
	displayName = "Example Indep Vest";
	picture = "\A3\characters_f_Beta\Data\UI\icon_V_I_Vest_01_ca.paa";
	model = "A3\Characters_F_Beta\INDEP\equip_ia_vest01";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"pathtoyouraddonretexturefile.paa"};
	class ItemInfo: VestItem
	{
		uniformModel = "A3\Characters_F_Beta\INDEP\equip_ia_vest01";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};
	};
};
class H_HelmetB: ItemCore
{
	class ItemInfo;
};
class Example_H_HelmetIA: H_HelmetB
{
	displayName = "Example Indep Helmet";
	picture = "\A3\characters_F_Beta\Data\UI\icon_H_I_Helmet_canvas_ca.paa";
	model = "\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"pathtoyouraddonretexturefile.paa"};
	class ItemInfo: ItemInfo
	{
		mass = 100;
		allowedSlots[] = {901,605};
		uniformModel = "\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas.p3d";
		modelSides[] = {2,3};
		armor = "3*0.4";
		passThrough = 0.85;
		hiddenSelections[] = {"camo"};
	};
};
};

Share this post


Link to post
Share on other sites

Good source file, and good config post surpher.

Share this post


Link to post
Share on other sites

I was bored today and decided to try this.. I used a mixture of these templates and some of my own that I made. I still can't manage to get the config to work, but I have them in game using the setOjbectTexture method. I currently have no plans on releasing these publicly as there are some quality addons coming down the pipe in the future, these are mainly just for personal and in house use.

http://i.imgur.com/TLe8RwO.jpg

http://i.imgur.com/o0fM2qe.jpg

Share this post


Link to post
Share on other sites
I was bored today and decided to try this.. I used a mixture of these templates and some of my own that I made. I still can't manage to get the config to work, but I have them in game using the setOjbectTexture method. I currently have no plans on releasing these publicly as there are some quality addons coming down the pipe in the future, these are mainly just for personal and in house use.

http://i.imgur.com/TLe8RwO.jpg

http://i.imgur.com/o0fM2qe.jpg

Them glasses in the game?

Share this post


Link to post
Share on other sites
Them glasses in the game?

Nope, part of the headgear pack I was working on that has yet to get released.

Share this post


Link to post
Share on other sites

You should make the unit patch 25th ID instead of 1st ID. ;D

Share this post


Link to post
Share on other sites
You should make the unit patch 25th ID instead of 1st ID. ;D

I've got quite a few patches in the works!

Share this post


Link to post
Share on other sites

Here is an improved config to use

class CfgPatches
{
class YourTAG_NameOfAddon
{
	units[] = {"YourTAG_NameOfSoldierClass","YourTAG_NameOfAnotherSoldierClass"};
	weapons[] = {"U_I_CombatUniform_YourTAG","U_I_CombatUniform_shortsleeve_YourTAG","V_NameOfVest_YourTAG","H_NameOfHelmet_YourTAG"};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F_Beta"};
};
};
class cfgWeapons
{
class Uniform_Base;
class U_I_CombatUniform: Uniform_Base
{
	class ItemInfo;
};
class U_I_CombatUniform_YourTAG: U_I_CombatUniform
{
	class ItemInfo: ItemInfo
	{
		uniformClass = "YourTAG_NameOfSoldierClass";
	};
};

class U_I_CombatUniform_shortsleeve: Uniform_Base
{
	class ItemInfo;
};
class U_I_CombatUniform_shortsleeve_YourTAG: U_I_CombatUniform_shortsleeve
{
	class ItemInfo: ItemInfo
	{
		uniformClass = "YourTAG_NameOfAnotherSoldierClass";
	};
};

class Vest_NoCamo_Base;
class V_PlateCarrierIA1_dgtl: Vest_NoCamo_Base
{
	class ItemInfo;
};
class V_NameOfVest_YourTAG: V_PlateCarrierIA1_dgtl
{
	displayName = "GA Carrier Lite (Digi)";//Adjust
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\path\to\your\addon\retexturefile.paa"};
	class ItemInfo: ItemInfo
	{
		hiddenSelections[] = {"camo"};
	};
};

class H_HelmetB;
class H_HelmetIA: H_HelmetB
{
	class ItemInfo;
};
class H_NameOfHelmet_YourTAG: H_HelmetIA
{
	displayName = "MICH";//Adjust
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\path\to\your\addon\retexturefile.paa"};
	class ItemInfo: ItemInfo
	{
		hiddenSelections[] = {"camo"};
	};
};
};
class CfgVehicles
{
class I_Soldier_base_F;
class I_Soldier_02_F;

class YourTAG_NameOfSoldierClass: I_Soldier_base_F
{
	scope = 2;
	displayName = "Name of Soldier";

	uniformClass = "U_I_CombatUniform_YourTAG";

	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\path\to\your\addon\retexturefile.paa"};

	linkedItems[] = {"V_NameOfVest_YourTAG","H_NameOfHelmet_YourTAG","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"V_NameOfVest_YourTAG","H_NameOfHelmet_YourTAG","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
class YourTAG_NameOfAnotherSoldierClass: I_Soldier_02_F//Uses another base model
{
	scope = 2;
	displayName = "Name of another Soldier";

	uniformClass = "U_I_CombatUniform_shortsleeve_YourTAG";

	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\path\to\your\addon\retexturefile.paa"};

	linkedItems[] = {"V_NameOfVest_YourTAG","H_NameOfHelmet_YourTAG","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"V_NameOfVest_YourTAG","H_NameOfHelmet_YourTAG","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
};

http://www.ofpec.com/tags

Share this post


Link to post
Share on other sites

Like I said in the OP, it doesn't suit my purposes at the moment, so probably not.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×