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Amit

[Tutorial] Simple Re-texturing Guide (From Start To Finish)

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Did you tried to use Vest_Camo_Base instead of Vest_NoCamo_Base yet?

Tried it but same result it can't load the texture somehow

/*extern*/ class BACKPACKCLASSNAME;

class KB_BackPack_BLK: BACKPACKCLASSNAME
{
scope = 2;
       maximumLoad = 100;
displayName = "Assaultpack (KBBW)";
       picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Compact_blk_ca.paa";
hiddenSelectionsTextures[] = {"\KBBWTEXT\Data\KB_backpack_compact_blk_co.paa","\KBBWTEXT\Data\vests_kbbw_co.paa"};
};

also no result backpack is still not showing up :(

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CfgVehicle has to be CfgVehicles

There's an S!------------------^

olmost kill myself from shame.....

but well dat did make it appear in the arsenal list but again he textures don't load :(

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Do you get an error-message? If yes, which?

Normaly it can only be a path problem or something with the texture itself.

Is the texture in \KBBWTEXT\Data\ ?

Is it a .paa?

Is it the right size?

Did you used the .paa-plugin for PS? (some people got problems with that)

Try this:

hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(1,0,0,1)","#(rgb,8,8,3)color(1,0,0,1)"};

The whole Backpack/Vest should be red.

If you still can't get it work,

please upload it somewhere, so that we can take a closer look. ;)

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https://www.dropbox.com/s/m10t5fnmgi2btv6/KBBWTEXT.pbo?dl=0

Here ya go.

hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(1,0,0,1)","#(rgb,8,8,3)color(1 ,0,0,1)"};

this didn't work

its .paa (Used Gimp 2 to make it a .PNG and then convert it to .paa with textview 2)

Size is the same as original just redone the texture

texture is indete in \KBBWTEXT\Data\<Filename.paa>

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Ok...

hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(1,0,0,1)"};

couldn't work. I've forgotten an A there.

It has to look like this:

hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(1,0,0,1)"};

Shame on me! ;)

Now...

I've done some work at your config and managed to to get the vest completely red.

Unfortunately I didn't got the backpack working a 100%.

The small bags, the zipties and stuff, seem to be a different hiddenSelection than camo2 and I don't know how it's called.

Now it's up to you to find out how the hiddenSelection is called like and add correct texture paths.(maybe start a new post here: Config&Scripting)

This is the config i came up with: (take a look ingame, in order to understand more)

class CfgPatches {

class KBBW_CUS_TEXT {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.100000;
	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};

class CfgWeapons {
/*extern*/ class Vest_Camo_Base;
/*extern*/ class VestItem;

class KB_V_PlateCarrier1_rgr: Vest_Camo_Base {
	scope = 2;
	displayName = "Plate Carrier (KBBW)";
	picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
	model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(1,0,0,1)"};

	class ItemInfo: VestItem {
		uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry";
		containerClass = "Supply400";
		mass = 50;
		armor = 100;
		passThrough = 0.700000;
		hiddenSelections[] = {"camo"};
	};
};
};

class CfgVehicles {
/*extern*/ class B_AssaultPack_Kerry;

class KB_BackPack_BLK: B_AssaultPack_Kerry {
	scope = 2;
	maximumLoad = 100;
	displayName = "Assaultpack (KBBW)";
	picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Compact_blk_ca.paa";
	hiddenSelections[] = {"camo"}; //Unsure what the hiddenSelection for the Bags and stuff is called like
	hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(1,0,0,1)","#(argb,8,8,3)color(1,0,1,1)"};
};
};

Hope i helped a bit,

Chief ;)

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Oh i'm so bloody smart -.-

just figured out why it wasn't working.... hadn't put the addon builder properly it created the .pbo file but with nothing in it.... i could acctually kill myself now

but yea braindamage is back to 0 now

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So i retextured the police vest but i'm wondering how can i see it in-game ? I've retextured some unifroms too (seems to work pretty good) . But i don't figured out how to be able to see the vest in-game . And i have the same problem with vehicles like hatchback,offroad,suv , i tried to put it in-game but it dose'nt show up .

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I've heard that the error of wound textures not showing when you've changed the rvmats was fixed/can be fixed, however i cant find any info about it anywhere, was i misinformed :confused:

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class CfgPatches

{

class atacs

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"};

};

};

class CfgVehicles

{

class B_Soldier_base_F;

class atacs_Soldier_F : B_Soldier_base_F

{

author = "ab";

_generalMacro = "B_Soldier_F";

scope = 2;

displayName = "Co-Op Uniform";

uniformClass = "ab_test_atacs";

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"\@atacs\addons\clothing1_co.paa"};

};

};

class CfgWeapons

{

class Uniform_Base;

class UniformItem;

class ab_test_atacs : Uniform_Base

{

scope = 2;

author = "AB";

displayName = "A-TACS Co-Op 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 = "ab_Soldier_F"; // Points to unit wearing the uniform.

containerClass = "Supply20";

mass = 20;

};

};

};

It's not showing up in game, anything wrong with my config?

Edited by aboulger116

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Just to be clear you have checked in the editor if you can place down your unit? Go into the virtual arsenal and look for your uniform texture. Is it present?

From what I can see, your config looks fine. The only difference that I can see between my own config and yours is that my cfgweapons section comes before the cfgvehicles section. I doubt that would cause an issue, though.

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In your uniform class uniformClass = "ab_Soldier_F"; should be uniformClass = "atacs_Soldier_F";

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Just to be clear you have checked in the editor if you can place down your unit? Go into the virtual arsenal and look for your uniform texture. Is it present?

From what I can see, your config looks fine. The only difference that I can see between my own config and yours is that my cfgweapons section comes before the cfgvehicles section. I doubt that would cause an issue, though.

It doesn't show up.

de8dac5ad128e32ddcbac6990e51b68c.png

That's what's in the folder I am pbo-ing.

bc0cb948ef310ecfec2afbd0c84bbca7.png

Is this directory in my config correct?

6825649f097a8f3475ae2c5e53131848.png

Those are the directories.

Then they go into a folder called @atacs which has a sub-folder, addons, then it goes to the pbo file. I did setup the launch options as well (@mod_name1;@atacs; )

Anything I did wrong / am missing? I have a feeling I shouldn't be binarizing the entire folder rather than just the folder with the contents, but I'm not sure.

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Use the new Arma3 tools and drop P: from the texture path.

[hph]hiddenSelectionsTextures[] = {"\atacs\data\clothing1_co.paa"};[/php]

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Hi,

When I set the unit as a custom faction, the uniform looks great and works perfectly.

But when I set it as a stand alone item, it doesn't look right. Here's my config:

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_uniform_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 = "Uniform Test Soldier";
	nakedUniform = "U_BasicBody"; //class for "naked" body
	uniformClass = "Example_CombatUniform_mcam"; //the uniform item
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\flecktarn\data\flecktarn_camo.paa"};
};

};

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
	};
};
};

I could post a picture but I think I need to be a registered member longer.

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Hi,

When I set the unit as a custom faction, the uniform looks great and works perfectly.

But when I set it as a stand alone item, it doesn't look right. Here's my config:

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_uniform_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 = "Uniform Test Soldier";
	nakedUniform = "U_BasicBody"; //class for "naked" body
	uniformClass = "Example_CombatUniform_mcam"; //the uniform item
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\flecktarn\data\flecktarn_camo.paa"};
};

};

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
	};
};
};

I could post a picture but I think I need to be a registered member longer.

Where is the code for your custom faction?

Edited by surpher

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Could we get a video tutorial of this? That would help greatly since there is none out there at the moment.

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I was planning to make one when I first created the guide, but the Arma 3 tools were going to be released to I decided to hold off. I was supposed to release an updated version of the guide for Arma 3 Tools last year, but I hit a snag with the tools and didn't manage to get the problem resolved due to a busy 2nd half of the year. I have a bit of time in the coming week to look into the issue again and try to solve it so I can finish updating the guide. After that is sorted out I can either make the video myself or have someone else help with that.

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I was planning to make one when I first created the guide, but the Arma 3 tools were going to be released to I decided to hold off. I was supposed to release an updated version of the guide for Arma 3 Tools last year, but I hit a snag with the tools and didn't manage to get the problem resolved due to a busy 2nd half of the year. I have a bit of time in the coming week to look into the issue again and try to solve it so I can finish updating the guide. After that is sorted out I can either make the video myself or have someone else help with that.

Many thanks mate.

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I'm having issues getting the texture in game for testing. I used photoshop, saved it as a .tga, converted to a .paa in texview then put it in my mission folder. I used the "setObjectTexture" command and yet it doesnt work. I'm lost on where I went wrong, Can someone clarify this portion of the process for me.

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Did you make sure that the name is 100% correct? What you should by typing into the init box is the following:

this setObjectTexture [0,"[color="#FF0000"]texture[/color].paa"];

Replace the highlighted word "texture" with the name of your actual file. So if you named it "camo1.paa", replace "texture" in the above code with "camo1".

If that doesn't work, instead of exporting to TGA from Photoshop, export it as an PNG file and then convert it to the PAA from TexView 2.

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Hmmm, still not working. saved it as a .png as well, I'm just trying a simple retexture of the mx rifle. You said you're exporting it out of photoshop, I've been hitting save as could that be the problem?

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Oh, that's your problem. setObjectTexture doesn't work on weapons. You need to completely configure a new addon for the weapon. Although, I believe you can use Bulldozer to view the skin on the weapon instead of using the game. That's one of the things that will be included in the new guide.

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Ah I see, well I'll wait and see in the new guide, in the meantime I'll be gaining some experience with uniforms and such, thank you!

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I finally resolved my issues with Buldozer, which took a lot longer than it should have and will be able to finish the new Arma 3 guide soon. I won't give an estimation because I have a habit of breaking them (plz don't compare me to Rockstar with GTA V :icon_frown:).

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