45KO 13 Posted April 24, 2015 This tutorial has been very helpful. Thank you. I have managed to make several retextured uniforms, vests, helmets, backpacks and weapons. However, I have problem, I just cannot understand. I have succesfully added new TRG21 and Mk20 camos and they are visible in virtual arsenal, but I cannot get MX SW rifle retexture to show in VA. I also downloaded an other retexture mod (White MX rifles), which has retextured MX rifles, and none of those can be seen in VA. this is from my mod: class arifle_MX_SW_Black_F; class 45KO_PMC_MX_SW_delta: arifle_MX_SW_Black_F { author="45KO"; scope=2; displayName="MX SW 6.5 mm (PMC Delta)"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "\45ko_PMC_weapons_pack1\data\PMC_xmx_lmg_delta_co.paa" }; picture="\A3\Weapons_F_EPB\Rifles\MX_Black\Data\UI\gear_mx_lmg_black_X_CA.paa"; }; class arifle_Mk20c_F; class 45KO_PMC_mk20c_alpha: arifle_Mk20c_F { author="45KO"; scope=2; displayName="Mk20c 5.56 mm (PMC Alpha)"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\45ko_PMC_weapons_pack1\data\PMC_mk20_alpha_co.paa" }; picture="\45ko_PMC_weapons_pack1\data\UI\gear_mk20_c_x_ca.paa"; }; They are both the same, but only the mk20 can be seen in VA. Am I doing something wrong with MX retexturing? Is it different from other weapons? It does have scope=2; Share this post Link to post Share on other sites
FoxFort 341 Posted May 15, 2015 Hello people. Can someone help me with retexturing the new INDEP GL vest. INDEP GL vest has two seperated textures ".paa" for one armor. Now how to combine those two .paa on one vest in config.cpp/bin. I know the model name, it's "equip_ia_ga_carrier_gl_rig.p3d". Share this post Link to post Share on other sites
Tom_48_97 523 Posted May 15, 2015 Hello, I invite you to have a look at the sample of Character, it also includes the vest (cfgVests.hpp). /// Sample code, probably not functional class cfgWeapons { class V_PlateCarrierIAGL_dgtl; class yourClassName: V_PlateCarrierIAGL_dgtl { scope = 2; displayName = "Test vest"; hiddenSelectionsTextures[] = { "\Path\...\equip_ia_vest01_co.paa", // First texture "\Path\...\ga_carrier_gl_rig_digi_co" // Second texture }; }; }; Share this post Link to post Share on other sites
FoxFort 341 Posted May 15, 2015 (edited) Thank you, I didn't know it was that simple, I was trying few other ways. Damn. Thanks again. EDIT: My problem was in "camo", the solution was : "camo1","camo2"; :D Edited May 15, 2015 by FoxFort Solution Share this post Link to post Share on other sites
OberSchutze 19 Posted June 15, 2015 A while ago I had a copy of the Kerry Plate Carrier PSD with all of the layers for retexturing. However my copy became corrupt and I cannot seem to find where I got it at originally, I am also looking for the diver PSD as well. Any help you can provide would be much appreciated, thank you. Share this post Link to post Share on other sites
Nevar 15 Posted June 26, 2015 (edited) I have a litte problem texturing the stretch material above the kneepads. In the texture there is only plain color left where the pattern of the stretch material used to be. But I still get this ingame. /edit: Okay, I found out that I also have to edit the normal map. Is that all or am I missing something? Edited June 29, 2015 by Nevar Share this post Link to post Share on other sites
OMNI-Hollow 1 Posted August 20, 2015 Ty for this tutorial 1 Share this post Link to post Share on other sites
PedroConeglian 0 Posted September 23, 2015 Thank you I was looking for it Share this post Link to post Share on other sites
Derek Thompson 176 Posted October 3, 2015 I know this is late, but when i use the script, it only goes invisible? Does anyone know why? this is the script im using: Heli1 setobjecttexture [0, "yellow.jpg"] Altough, i named my goshtahwk Heli1 and my texture yellow Share this post Link to post Share on other sites
Jackal326 1182 Posted October 3, 2015 I know this is late, but when i use the script, it only goes invisible? Does anyone know why? this is the script im using: Heli1 setobjecttexture [0, "yellow.jpg"] Altough, i named my goshtahwk Heli1 and my texture yellow Maybe because its a JPG. Save it as a 32 (or 24) bit TGA/PNG and convert it to a PAA using TexView (part of the BI Tools Suite). Share this post Link to post Share on other sites
Amit 17 Posted October 22, 2015 Yeah, you cannot use jpegs with arma except for a custom face. These textures need to be converted to PAAs. You can save them as either TGA or PNG (I prefer TGA) from your image editing program and then open that with TexView 2 and go to File > Save As and the default format is PAA, but you should remove the existing file extension from the end of the name or you'll end up with something like "yellow.tga.paa". Share this post Link to post Share on other sites
battleangel 10 Posted February 26, 2016 Hey guys, i've retextured the CUP Dingo, and i've made a few changes to the config.cpp so its not dependent on the CUP weaponery - i swtiched everything to arma 3 standard. But the model & texture wouldnt load in game. Is there somthing wrong with my Cfg :( ? Can somebody please help me take a look where have i done wrong so the texture and model wouldnt load ingame? Thx #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 class CfgPatches { class NORFOR_Dingo { units[] = {"NORFOR_Dingo_MG", "NORFOR_Dingo_GL"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Soft_F"}; }; }; class WeaponFireGun; // External class reference class WeaponCloudsGun; // External class reference class WeaponFireMGun; // External class reference class WeaponCloudsMGun; // External class reference class RCWSOptics; // External class reference class CfgVehicles { class LandVehicle; // External class reference class Car : LandVehicle { class NewTurret; // External class reference }; class Car_F : Car { class AnimationSources; // External class reference class Turrets { class MainTurret : NewTurret {}; }; class HitPoints { class HitLFWheel; // External class reference class HitLF2Wheel; // External class reference class HitRFWheel; // External class reference class HitRF2Wheel; // External class reference class HitGlass1; // External class reference class HitGlass2; // External class reference class HitGlass3; // External class reference class HitGlass4; // External class reference class HitGlass5; // External class reference class HitGlass6; // External class reference }; }; class MRAP_01_base_F : Car_F {}; class NORFOR_Dingo_Base_F : MRAP_01_base_F { expansion = 3; dlc = "NORFOR"; author = CUP_AUTHOR_STRING, NTF_Saetre; scope = private; side = TWest; accuracy = 0.3; // accuracy needed to recognize type of this target faction = BLU_F; model = "\NORFOR\Dingo\CUP_Dingo2a2_MG.p3d"; Picture = "\NORFOR\Dingo\data\Picture_Dingo2MG_CA.paa"; Icon = "\NORFOR\Dingo\data\icon_dingo2_ca.paa"; mapSize = 5; displayName = "Dingo 2"; crew = "B_Soldier_F"; typicalCargo[] = {"B_Soldier_F"}; armor = 150; armorStructural = 4; enableGPS = 1; cost = 100000; hideWeaponsCargo = true; transportSoldier = 4; transportMaxBackpacks = 6; driverAction = "Driver_High01"; cargoAction[] = {"passenger_low01", "passenger_low01", "passenger_low01", "passenger_VAN_codriver02"}; cargoIsCoDriver[] = {1, 0}; castDriverShadow = false; radarType = 8; driverCanSee = 4+8+2+32+16; gunnerCanSee = 4+2+8+32+16; unitInfoType = "RscUnitInfoTank"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1.0, 0.4, 0.6}; driverLeftHandAnimName = "drivewheel"; driverRightHandAnimName = "drivewheel"; dustFrontLeftPos = "stopa PLL"; dustFrontRightPos = "stopa PPP"; dustBackLeftPos = "stopa ZLL"; dustBackRightPos = "stopa ZPP"; class Reflectors { class Left { color[] = {1900, 1800, 1700}; ambient[] = {5, 5, 5}; position = "Light_L"; direction = "Light_L_dir"; hitpoint = "Light_L"; selection = "Light_L"; size = 1; innerAngle = 100; outerAngle = 179; coneFadeCoef = 10; intensity = 1; useFlare = 0; dayLight = 0; flareSize = 1.0; class Attenuation { start = 1.0; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; hardLimitEnd = 60; }; }; class Right : Left { position = "Light_R"; direction = "Light_R_dir"; hitpoint = "Light_R"; selection = "Light_R"; }; class Right2 : Right { position = "Light_R"; useFlare = 1; }; class Left2 : Left { position = "Light_L"; useFlare = 1; }; }; aggregateReflectors[] = {{"Left", "Right", "Left2", "Right2"}}; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4"}; class Exhausts { class Exhaust1 { position = "exhaust1"; direction = "exhaust1_dir"; effect = "ExhaustsEffect"; }; }; normalSpeedForwardCoef = 0.65; slowSpeedForwardCoef = 0.35; turnCoef = 3.3; terrainCoef = 1.0; simulation = "carx"; dampersBumpCoef = 6.0; precision = 20; brakeDistance = 8.5; // vehicle movement precision maxSpeed = 109; // max speed on level road, km/h fuelCapacity = 94; wheelCircumference = 3.48; brakeIdleSpeed = 1.78; class complexGearbox { GearboxRatios[] = {"R1", -4.575, "N", 0, "D1", 8, "D2", 4.4, "D3", 3.35, "D4", 2.68, "D5", 2.2, "D6", 1.45, "D7", 1.0, "D8", 0.75}; TransmissionRatios[] = {"High", 6.59}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; }; changeGearMinEffectivity[] = {0.95, 0.0, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8}; switchTime = 0.2; latency = 0.8; differentialType = "all_limited"; frontRearSplit = 0.5; frontBias = 1.3; rearBias = 1.3; centreBias = 1.3; clutchStrength = 50.0; dampingRateFullThrottle = 0.15; dampingRateZeroThrottleClutchEngaged = 2.0; dampingRateZeroThrottleClutchDisengaged = 0.85; torqueCurve[] = {{(600/2300), (0/810)}, {(1000/2300), (600/810)}, {(1200/2300), (810/810)}, {(1400/2300), (810/810)}, {(1600/2300), (810/810)}, {(1800/2300), (790/810)}, {(2000/2300), (750/810)}, {(2603/2300), (0/810)}}; maxOmega = 400.86; enginePower = 650; peakTorque = 2540; idleRPM = 600; redRPM = 2300; thrustDelay = 0.5; antiRollbarForceCoef = 5; antiRollbarForceLimit = 2; antiRollbarSpeedMin = 10; antiRollbarSpeedMax = 50; class Wheels { class LF { boneName = "wheel_1_1_damper"; steering = 1; side = "left"; center = "wheel_1_1_axis"; boundary = "wheel_1_1_bound"; width = 0.2; mass = 150; MOI = 12; dampingRate = 0.1; dampingRateDamaged = 1.0; dampingRateDestroyed = 1000.0; maxBrakeTorque = 22500; maxHandBrakeTorque = 0; suspTravelDirection[] = {0, -1, 0}; suspForceAppPointOffset = "wheel_1_1_axis"; tireForceAppPointOffset = "wheel_1_1_axis"; maxCompression = 0.15; mMaxDroop = 0.15; sprungMass = 2690; springStrength = 261600; springDamperRate = 26780; longitudinalStiffnessPerUnitGravity = 5000; latStiffX = 25; latStiffY = 180; frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1, 1}}; }; class LR : LF { boneName = "wheel_1_2_damper"; steering = 0; maxBrakeTorque = 18000; center = "wheel_1_2_axis"; boundary = "wheel_1_2_bound"; suspForceAppPointOffset = "wheel_1_2_axis"; tireForceAppPointOffset = "wheel_1_2_axis"; maxHandBrakeTorque = 275000; }; class RF : LF { boneName = "wheel_2_1_damper"; center = "wheel_2_1_axis"; boundary = "wheel_2_1_bound"; suspForceAppPointOffset = "wheel_2_1_axis"; tireForceAppPointOffset = "wheel_2_1_axis"; steering = 1; side = "right"; }; class RR : RF { boneName = "wheel_2_2_damper"; steering = 0; maxBrakeTorque = 18000; center = "wheel_2_2_axis"; boundary = "wheel_2_2_bound"; suspForceAppPointOffset = "wheel_2_2_axis"; tireForceAppPointOffset = "wheel_2_2_axis"; maxHandBrakeTorque = 275000; }; }; class RenderTargets { class LeveZrcadko { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderQuality = 2; renderVisionMode = 4; fov = 0.7; }; }; class PraveZrcadko { renderTarget = "rendertarget1"; class CameraView1 { pointPosition = "PIP1_pos"; pointDirection = "PIP1_dir"; renderQuality = 2; renderVisionMode = 4; fov = 0.7; }; }; class LeveZrcadkoPredek { renderTarget = "rendertarget2"; class CameraView1 { pointPosition = "PIP2_pos"; pointDirection = "PIP2_dir"; renderQuality = 2; renderVisionMode = 4; fov = 0.7; }; }; class PraveZrcadkoPredek { renderTarget = "rendertarget3"; class CameraView1 { pointPosition = "PIP3_pos"; pointDirection = "PIP3_dir"; renderQuality = 2; renderVisionMode = 4; fov = 0.7; }; }; class Gunner_display { renderTarget = "rendertarget4"; class CameraView1 { pointPosition = "PIP4_pos"; pointDirection = "PIP4_dir"; renderVisionMode = 2; renderQuality = 2; fov = 0.7; }; }; }; class HitPoints : HitPoints { class HitEngine { armor = 0.8; material = -1; name = "engine"; visual = ""; passThrough = false; minimalHit = 0.2; explosionShielding = 0.2; radius = 0.45; }; class HitGlass1 : HitGlass1 { armor = 2; explosionShielding = 3; radius = 0.25; }; class HitGlass2 : HitGlass2 { armor = 2; explosionShielding = 3; radius = 0.25; }; class HitGlass3 : HitGlass3 { armor = 2; explosionShielding = 3; radius = 0.25; }; class HitGlass4 : HitGlass4 { armor = 2; explosionShielding = 3; radius = 0.25; }; class HitGlass5 : HitGlass4 { armor = 2; explosionShielding = 3; radius = 0.25; }; class HitLFWheel : HitLFWheel { armor = 3; explosionShielding = 4; radius = 0.25; }; class HitLBWheel : HitLF2Wheel { armor = 3; explosionShielding = 4; radius = 0.25; }; class HitRFWheel : HitRFWheel { armor = 3; explosionShielding = 4; radius = 0.25; }; class HitRBWheel : HitRF2Wheel { armor = 3; explosionShielding = 4; radius = 0.25; }; class HitFuel { armor = 0.6; material = -1; name = "fueltank"; visual = ""; passThrough = true; minimalHit = 0.2; explosionShielding = 0.2; radius = 0.25; }; }; class Damage { tex[] = {}; mat[] = {"NORFOR\Dingo\data\karrosse.rvmat", "NORFOR\Dingo\data\karrosse_dam.rvmat", "NORFOR\Dingo\data\karrosse_des.rvmat", "NORFOR\Dingo\data\karrosse_innen.rvmat", "NORFOR\Dingo\data\karrosse_innen.rvmat", "NORFOR\Dingo\data\karrosse_innen_des.rvmat", "NORFOR\Dingo\data\teile.rvmat", "NORFOR\Dingo\data\teile_dam.rvmat", "NORFOR\Dingo\data\teile_des.rvmat", "NORFOR\Dingo\data\teile_innen.rvmat", "NORFOR\Dingo\data\teile_innen.rvmat", "NORFOR\Dingo\data\teile_innen_des.rvmat", "NORFORDingo\data\FLW200.rvmat", "NORFOR\Dingo\data\FLW200_dam.rvmat", "NORFOR\Dingo\data\FLW200_des.rvmat", "NORFOR\Dingo\data\plane.rvmat", "NORFOR\Dingo\data\plane_dam.rvmat", "NORFOR\Dingo\data\FLW200_des.rvmat", "NORFOR\Dingo\data\alpha_glass.rvmat", "NORFOR\Dingo\data\alpha_glass_dam.rvmat", "NORFOR\Dingo\data\alpha_glass_des.rvmat"}; }; HiddenSelections[] = {"camo1", "camo2", "camo5", "camo6"}; HiddenSelectionsTextures[] = {"\NORFOR\Dingo\data\ACR_karosse_des_co.paa", "\NORFOR\Dingo\data\ACR_DES_a_teile_co.paa", "\NORFOR\Dingo\data\FLW100_co.paa", "\NORFOR\Dingo\data\FLW200_co.paa"}; SoundGetIn[] = {"NORFOR\Dingo\Sounds\door.wss", "db-5", 1}; SoundGetOut[] = {"NORFOR\Dingo\Sounds\door.wss", "db-5", 1, 40}; soundEngineOnInt[] = {"NORFOR\Dingo\Sounds\Dingo_int_start.wss", "db-5", 1.0}; soundEngineOnExt[] = {"NORFOR\Dingo\Sounds\Dingo_ext_start.wss", "db-5", 1.0, 250}; soundEngineOffInt[] = {"NORFOR\Dingo\Sounds\Dingo_int_stop.wss", "db-5", 1.0}; soundEngineOffExt[] = {"NORFOR\Dingo\Sounds\Dingo_ext_stop.wss", "db-5", 1.0, 250}; buildCrash0[] = {"NORFOR\Dingo\Sounds\crash_building_01.wss", "db-3", 1, 200}; buildCrash1[] = {"NORFOR\Dingo\Sounds\crash_building_02.wss", "db-3", 1, 200}; buildCrash2[] = {"NORFOR\Dingo\Sounds\crash_building_03.wss", "db-3", 1, 200}; buildCrash3[] = {"NORFOR\Dingo\Sounds\crash_building_04.wss", "db-3", 1, 200}; soundBuildingCrash[] = {"buildCrash0", 0.25, "buildCrash1", 0.25, "buildCrash2", 0.25, "buildCrash3", 0.25}; WoodCrash0[] = {"NORFOR\Dingo\Sounds\crash_mix_wood_01.wss", "db-3", 1, 200}; WoodCrash1[] = {"NORFOR\Dingo\Sounds\crash_mix_wood_02.wss", "db-3", 1, 200}; WoodCrash2[] = {"NORFOR\Dingo\Sounds\crash_mix_wood_03.wss", "db-3", 1, 200}; WoodCrash3[] = {"NORFOR\Dingo\Sounds\crash_mix_wood_04.wss", "db-3", 1, 200}; WoodCrash4[] = {"NORFOR\Dingo\Sounds\crash_mix_wood_05.wss", "db-3", 1, 200}; WoodCrash5[] = {"NORFOR\Dingo\Sounds\crash_mix_wood_06.wss", "db-3", 1, 200}; soundWoodCrash[] = {"woodCrash0", 0.166, "woodCrash1", 0.166, "woodCrash2", 0.166, "woodCrash3", 0.166, "woodCrash4", 0.166, "woodCrash5", 0.166}; ArmorCrash0[] = {"NORFOR\Dingo\Sounds\crash_vehicle_01.wss", "db-3", 1, 200}; ArmorCrash1[] = {"NORFOR\Dingo\Sounds\crash_vehicle_02.wss", "db-3", 1, 200}; ArmorCrash2[] = {"NORFOR\Dingo\Sounds\crash_vehicle_03.wss", "db-3", 1, 200}; ArmorCrash3[] = {"NORFOR\Dingo\Sounds\crash_vehicle_04.wss", "db-3", 1, 200}; soundArmorCrash[] = {"ArmorCrash0", 0.25, "ArmorCrash1", 0.25, "ArmorCrash2", 0.25, "ArmorCrash3", 0.25}; class Sounds { class Idle_ext { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_idle", 0.398107, 1, 150}; frequency = "0.95 + ((rpm/ 4500) factor[(800/ 4500),(1400/ 4500)])*0.15"; volume = "engineOn*camPos*(((rpm/ 4500) factor[(600/ 4500),(1100/ 4500)]) * ((rpm/ 4500) factor[(1800/ 4500),(1300/ 4500)]))"; }; class Engine { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_low1", db-7, 1, 250}; frequency = "0.9 + ((rpm/ 4500) factor[(1400/ 4500),(2100/ 4500)])*0.2"; volume = "engineOn*camPos*(((rpm/ 4500) factor[(1400/ 4500),(1800/ 4500)]) * ((rpm/ 4500) factor[(2300/ 4500),(2000/ 4500)]))"; }; class Engine1_ext { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_low2", 0.562341, 1, 300}; frequency = "0.9 + ((rpm/ 4500) factor[(2100/ 4500),(2800/ 4500)])*0.2"; volume = "engineOn*camPos*(((rpm/ 4500) factor[(1900/ 4500),(2300/ 4500)]) * ((rpm/ 4500) factor[(3000/ 4500),(2500/ 4500)]))"; }; class Engine2_ext { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_mid", db-3, 1, 350}; frequency = "0.9 + ((rpm/ 4500) factor[(2800/ 4500),(3600/ 4500)])*0.2"; volume = "engineOn*camPos*(((rpm/ 4500) factor[(2500/ 4500),(3100/ 4500)]) * ((rpm/ 4500) factor[(4500/ 4500),(3700/ 4500)]))"; }; class Engine3_ext { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_high", db0, 1, 400}; frequency = "0.95 + ((rpm/ 4500) factor[(3600/ 4500),(4500/ 4500)])*0.1"; volume = "engineOn*camPos*((rpm/ 4500) factor[(3800/ 4500),(4500/ 4500)])"; }; class IdleThrust { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_exhaust_idle", 0.562341, 1, 200}; frequency = "0.95 + ((rpm/ 4500) factor[(800/ 4500),(1400/ 4500)])*0.15"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 4500) factor[(600/ 4500),(1100/ 4500)]) * ((rpm/ 4500) factor[(1800/ 4500),(1300/ 4500)]))"; }; class EngineThrust { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_exhaust_low1", db-3, 1, 350}; frequency = "0.9 + ((rpm/ 4500) factor[(1400/ 4500),(2100/ 4500)])*0.2"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 4500) factor[(1400/ 4500),(1800/ 4500)]) * ((rpm/ 4500) factor[(2300/ 4500),(2000/ 4500)]))"; }; class Engine1_Thrust_ext { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_exhaust_low2", db-1, 1, 400}; frequency = "0.9 + ((rpm/ 4500) factor[(2100/ 4500),(2800/ 4500)])*0.2"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 4500) factor[(1900/ 4500),(2300/ 4500)]) * ((rpm/ 4500) factor[(3000/ 4500),(2500/ 4500)]))"; }; class Engine2_Thrust_ext { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_exhaust_mid", db1, 1, 425}; frequency = "0.9 + ((rpm/ 4500) factor[(2800/ 4500),(3600/ 4500)])*0.2"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 4500) factor[(2500/ 4500),(3100/ 4500)]) * ((rpm/ 4500) factor[(4500/ 4500),(3700/ 4500)]))"; }; class Engine3_Thrust_ext { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_exhaust_high", db2, 1, 450}; frequency = "0.95 + ((rpm/ 4500) factor[(3600/ 4500),(4500/ 4500)])*0.1"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*((rpm/ 4500) factor[(3800/ 4500),(4500/ 4500)])"; }; class Idle_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_idle", db-12, 1}; frequency = "0.95 + ((rpm/ 4500) factor[(800/ 4500),(1400/ 4500)])*0.15"; volume = "engineOn*(1-camPos)*(((rpm/ 4500) factor[(600/ 4500),(1100/ 4500)]) * ((rpm/ 4500) factor[(1800/ 4500),(1300/ 4500)]))"; }; class Engine_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_low1", db-10, 1}; frequency = "0.9 + ((rpm/ 4500) factor[(1400/ 4500),(2100/ 4500)])*0.2"; volume = "engineOn*(1-camPos)*(((rpm/ 4500) factor[(1400/ 4500),(1800/ 4500)]) * ((rpm/ 4500) factor[(2300/ 4500),(2000/ 4500)]))"; }; class Engine1_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_low2", 0.398107, 1}; frequency = "0.9 + ((rpm/ 4500) factor[(2100/ 4500),(2800/ 4500)])*0.2"; volume = "engineOn*(1-camPos)*(((rpm/ 4500) factor[(1900/ 4500),(2300/ 4500)]) * ((rpm/ 4500) factor[(3000/ 4500),(2500/ 4500)]))"; }; class Engine2_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_mid", db-6, 1}; frequency = "0.9 + ((rpm/ 4500) factor[(2800/ 4500),(3600/ 4500)])*0.2"; volume = "engineOn*(1-camPos)*(((rpm/ 4500) factor[(2500/ 4500),(3100/ 4500)]) * ((rpm/ 4500) factor[(4500/ 4500),(3700/ 4500)]))"; }; class Engine3_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_high", 0.630957, 1}; frequency = "0.95 + ((rpm/ 4500) factor[(3600/ 4500),(4500/ 4500)])*0.1"; volume = "engineOn*(1-camPos)*((rpm/ 4500) factor[(3800/ 4500),(4500/ 4500)])"; }; class IdleThrust_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_exhaust_idle", db-9, 1}; frequency = "0.95 + ((rpm/ 4500) factor[(800/ 4500),(1400/ 4500)])*0.15"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 4500) factor[(600/ 4500),(1100/ 4500)]) * ((rpm/ 4500) factor[(1800/ 4500),(1300/ 4500)]))"; }; class EngineThrust_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_exhaust_low1", db-7, 1}; frequency = "0.9 + ((rpm/ 4500) factor[(1400/ 4500),(2100/ 4500)])*0.2"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 4500) factor[(1400/ 4500),(1800/ 4500)]) * ((rpm/ 4500) factor[(2300/ 4500),(2000/ 4500)]))"; }; class Engine1_Thrust_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_exhaust_low2", 0.562341, 1}; frequency = "0.9 + ((rpm/ 4500) factor[(2100/ 4500),(2800/ 4500)])*0.2"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 4500) factor[(1900/ 4500),(2300/ 4500)]) * ((rpm/ 4500) factor[(3000/ 4500),(2500/ 4500)]))"; }; class Engine2_Thrust_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_exhaust_mid", db-3, 1}; frequency = "0.9 + ((rpm/ 4500) factor[(2800/ 4500),(3600/ 4500)])*0.2"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 4500) factor[(2500/ 4500),(3100/ 4500)]) * ((rpm/ 4500) factor[(4500/ 4500),(3700/ 4500)]))"; }; class Engine3_Thrust_int { sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_int_exhaust_high", db-2, 1}; frequency = "0.95 + ((rpm/ 4500) factor[(3600/ 4500),(4500/ 4500)])*0.1"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*((rpm/ 4500) factor[(3800/ 4500),(4500/ 4500)])"; }; class TiresRockOut { sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext_tires_dirt_soft_1", db3, 1.0, 60}; frequency = "1"; volume = "camPos*rock*(speed factor[2, 20])"; }; class TiresSandOut { sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext-tires-sand1", db3, 1.0, 60}; frequency = "1"; volume = "camPos*sand*(speed factor[2, 20])"; }; class TiresGrassOut { sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext_tires_dirt_soft_2", db2, 1.0, 60}; frequency = "1"; volume = "camPos*grass*(speed factor[2, 20])"; }; class TiresMudOut { sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext-tires-mud2", db1, 1.0, 60}; frequency = "1"; volume = "camPos*mud*(speed factor[2, 20])"; }; class TiresGravelOut { sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext_tires_gravel_1", db2, 1.0, 60}; frequency = "1"; volume = "camPos*gravel*(speed factor[2, 20])"; }; class TiresAsphaltOut { sound[] = {"A3\Sounds_F\vehicles\soft\tires\ext_tires_asfalt_2", db1, 1.0, 60}; frequency = "1"; volume = "camPos*asphalt*(speed factor[2, 20])"; }; class NoiseOut { sound[] = {"A3\Sounds_F\vehicles\soft\noises\noise_ext_car_3", db1, 1.0, 90}; frequency = "1"; volume = "camPos*(damper0 max 0.02)*(speed factor[0, 8])"; }; class TiresRockIn { sound[] = {"A3\Sounds_F\vehicles\soft\tires\int_tires_dirt_soft_1", db-3, 1.0}; frequency = "1"; volume = "(1-camPos)*rock*(speed factor[2, 20])"; }; class TiresSandIn { sound[] = {"A3\Sounds_F\vehicles\soft\tires\int-tires-sand2", db-3, 1.0}; frequency = "1"; volume = "(1-camPos)*sand*(speed factor[2, 20])"; }; class TiresGrassIn { sound[] = {"A3\Sounds_F\vehicles\soft\tires\int_tires_dirt_soft_2", db-3, 1.0}; frequency = "1"; volume = "(1-camPos)*grass*(speed factor[2, 20])"; }; class TiresMudIn { sound[] = {"A3\Sounds_F\vehicles\soft\tires\int-tires-mud2", db-3, 1.0}; frequency = "1"; volume = "(1-camPos)*mud*(speed factor[2, 20])"; }; class TiresGravelIn { sound[] = {"A3\Sounds_F\vehicles\soft\tires\int_tires_gravel_1", db-3, 1.0}; frequency = "1"; volume = "(1-camPos)*gravel*(speed factor[2, 20])"; }; class TiresAsphaltIn { sound[] = {"A3\Sounds_F\vehicles\soft\tires\int_tires_asfalt_2", db-3, 1.0}; frequency = "1"; volume = "(1-camPos)*asphalt*(speed factor[2, 20])"; }; class NoiseIn { sound[] = {"A3\Sounds_F\vehicles\soft\noises\noise_int_car_3", 0.562341, 1.0}; frequency = "1"; volume = "(damper0 max 0.1)*(speed factor[0, 8])*(1-camPos)"; }; class breaking_ext_road { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_04", db-3, 1, 80}; frequency = 1; volume = "engineOn*camPos*asphalt*(LongSlipDrive Factor[-0.15, -0.3])*(Speed Factor[2, 10])"; }; class acceleration_ext_road { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02", db-3, 1, 80}; frequency = 1; volume = "engineOn*camPos*asphalt*(LongSlipDrive Factor[0.15, 0.3])*(Speed Factor[10, 0])"; }; class turn_left_ext_road { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02", db-3, 1, 80}; frequency = 1; volume = "engineOn*camPos*asphalt*(latSlipDrive Factor[0.15, 0.3])*(Speed Factor[0, 10])"; }; class turn_right_ext_road { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02", db-3, 1, 80}; frequency = 1; volume = "engineOn*camPos*asphalt*(latSlipDrive Factor[-0.15, -0.3])*(Speed Factor[0, 10])"; }; class breaking_ext_dirt { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_14_dirt_breaking", db-3, 1, 60}; frequency = 1; volume = "engineOn*camPos*(1-asphalt)*(LongSlipDrive Factor[-0.15, -0.3])*(Speed Factor[2, 10])"; }; class acceleration_ext_dirt { sound[] = {"A3\Sounds_F\vehicles\soft\noises\acceleration_dirt_ext_1", db-3, 1, 60}; frequency = 1; volume = "engineOn*camPos*(1-asphalt)*(LongSlipDrive Factor[0.15, 0.3])*(Speed Factor[10, 0])"; }; class turn_left_ext_dirt { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_18_dirt", db-3, 1, 60}; frequency = 1; volume = "engineOn*camPos*(1-asphalt)*(latSlipDrive Factor[0.15, 0.3])*(Speed Factor[0, 10])"; }; class turn_right_ext_dirt { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_18_dirt", db-3, 1, 60}; frequency = 1; volume = "engineOn*camPos*(1-asphalt)*(latSlipDrive Factor[-0.15, -0.3])*(Speed Factor[0, 10])"; }; class breaking_int_road { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_04_int", 0.630957, 1}; frequency = 1; volume = "engineOn*asphalt*(1-camPos)*(LongSlipDrive Factor[-0.15, -0.3])*(Speed Factor[2, 6])"; }; class acceleration_int_road { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02_int", 0.630957, 1}; frequency = 1; volume = "engineOn*asphalt*(1-camPos)*(LongSlipDrive Factor[0.15, 0.3])*(Speed Factor[10, 0])"; }; class turn_left_int_road { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02_int", 0.630957, 1}; frequency = 1; volume = "engineOn*asphalt*(1-camPos)*(latSlipDrive Factor[0.15, 0.3])*(Speed Factor[0, 10])"; }; class turn_right_int_road { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_loop_02_int", 0.630957, 1}; frequency = 1; volume = "engineOn*asphalt*(1-camPos)*(latSlipDrive Factor[-0.15, -0.3])*(Speed Factor[0, 10])"; }; class breaking_int_dirt { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_14_dirt_breaking_int", 0.630957, 1}; frequency = 1; volume = "engineOn*(1-asphalt)*(1-camPos)*(LongSlipDrive Factor[-0.15, -0.3])*(Speed Factor[2, 6])"; }; class acceleration_int_dirt { sound[] = {"A3\Sounds_F\vehicles\soft\noises\acceleration_dirt_int_1", 0.630957, 1}; frequency = 1; volume = "engineOn*(1-asphalt)*(1-camPos)*(LongSlipDrive Factor[0.15, 0.3])*(Speed Factor[10, 0])"; }; class turn_left_int_dirt { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_18_dirt_int", 0.630957, 1}; frequency = 1; volume = "engineOn*(1-asphalt)*(1-camPos)*(latSlipDrive Factor[0.15, 0.3])*(Speed Factor[0, 10])"; }; class turn_right_int_dirt { sound[] = {"A3\Sounds_F\vehicles\soft\noises\slipping_tires_18_dirt_int", 0.630957, 1}; frequency = 1; volume = "engineOn*(1-asphalt)*(1-camPos)*(latSlipDrive Factor[-0.15, -0.3])*(Speed Factor[0, 10])"; }; }; maximumLoad = 4000; }; class NORFOR_Dingo_MG : NORFOR_Dingo_Base_F { scope = public; side = TWest; faction = BLU_F; vehicleClass = "Car"; displayName = "Dingo 2 (MG)"; author = "Community Upgrade Project, NTF_Saetre"; class Turrets : Turrets { class MainTurret : MainTurret { gun = "mainGun"; body = "mainTurret"; weapons[] = {"HMG_127"}; magazines[] = {"200Rnd_127x99_mag_Tracer_Red", "200Rnd_127x99_mag_Tracer_Red", "200Rnd_127x99_mag_Tracer_Red", "200Rnd_127x99_mag_Tracer_Red"}; minElev = -25; maxElev = +60; gunnerAction = "gunner_MRAP_01"; viewGunnerInExternal = true; castGunnerShadow = true; stabilizedInAxes = 3; turretInfoType = "RscOptics_crows"; discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500}; discreteDistanceInitIndex = 2; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; gunnerForceOptics = false; usePip = 1; memoryPointGunnerOptics = "PIP4_dir"; class ViewOptics : RCWSOptics {}; class ViewGunner : ViewOptics { initAngleX = -15; minAngleX = -45; maxAngleX = 45; initFov = 0.9; minFov = 0.42; maxFov = 0.9; visionMode[] = {}; }; soundServo[] = {"\NORFOR\Dingo\Sounds\turret-1.wss", "db-40", 1.0, 10}; selectionFireAnim = "zasleh"; }; }; class AnimationSources : AnimationSources { class ReloadAnim { source = "reload"; weapon = "HMG_127"; }; class ReloadMagazine { source = "reloadmagazine"; weapon = "HMG_127"; }; class Revolving { source = "revolving"; weapon = "HMG_127"; }; class muzzle_rot { source = "ammorandom"; weapon = "HMG_127"; }; }; }; class NORFOR_Dingo_MG_Des : NORFOR_Dingo_MG { author = "Community Upgrade Project, NTF_Saetre"; scope = public; scopeCurator = 2; side = TWest; faction = BLU_F; crew = "B_Soldier_F"; typicalCargo[] = {"B_Soldier_F"}; hiddenselectionstextures[] = {"\NORFOR\Dingo\data\ger\karosse_ger_d_co.paa", "\NORFOR\Dingo\data\ger\a_teile_ger_d_co.paa", "\NORFOR\Dingo\data\ger\FLW100_ger_d_co.paa", "\NORFOR\Dingo\data\ger\FLW200_ger_d_co.paa"}; }; class NORFOR_Dingo_GL : NORFOR_Dingo_Base_F { scope = public; side = TWest; faction = BLU_F; vehicleClass = "Car"; displayname = "Dingo 2 (GL)"; author = "Community Upgrade Project, NTF_Saetre"; model = "\NORFOR\Dingo\CUP_Dingo2a2.p3d"; Picture = "\NORFOR\Dingo\data\Picture_Dingo2_CA.paa"; class Turrets : Turrets { class MainTurret : MainTurret { gun = "mainGun"; body = "mainTurret"; weapons[] = {GMG_40mm}; magazines[] = {"96Rnd_40mm_G_belt", "96Rnd_40mm_G_belt", "96Rnd_40mm_G_belt"}; minElev = -25; maxElev = +60; gunnerAction = "gunner_MRAP_01"; viewGunnerInExternal = true; castGunnerShadow = true; stabilizedInAxes = 3; turretInfoType = "RscOptics_crows"; discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500}; discreteDistanceInitIndex = 5; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; gunnerForceOptics = false; usePip = 1; memoryPointGunnerOptics = "PIP4_dir"; class ViewOptics : RCWSOptics {}; class ViewGunner : ViewOptics { initAngleX = -15; minAngleX = -45; maxAngleX = 45; initFov = 0.9; minFov = 0.42; maxFov = 0.9; visionMode[] = {}; }; soundServo[] = {"\NORFOR\Dingo\Sounds\turret-1.wss", "db-40", 1.0, 10}; selectionFireAnim = "zasleh"; }; }; class AnimationSources : AnimationSources { class ReloadAnim { source = "reload"; weapon = GMG_40mm; }; class ReloadMagazine { source = "reloadmagazine"; weapon = GMG_40mm; }; class Revolving { source = "revolving"; weapon = GMG_40mm; }; class muzzle_rot { source = "ammorandom"; weapon = GMG_40mm; }; class muzzle_hide_GMG { source = "reload"; weapon = GMG_40mm; }; }; }; }; Share this post Link to post Share on other sites
WORSHIP 0 Posted March 31, 2016 thank you for this great tutorial it has helped me a lot and I was able to make this great retexture Share this post Link to post Share on other sites
Amit 17 Posted April 9, 2016 Of course! However, I must really apologize for promising release an updated guide for Arma 3 tools and not doing it. I really cannot say when I would be able to finish it. I have been chipping away at it here and there over the months, but constant distractions get in the way of fully finishing it. Twice already since the end of 2014 I've rewrote significant portions of the guide due to changes in the tools themselves, though ;) Share this post Link to post Share on other sites
t1on 0 Posted May 3, 2016 Very nice tutorial, this really helps people who look to get into texturing for arma. :) Share this post Link to post Share on other sites
whatsupdoc_1_27 20 Posted October 25, 2016 Has anybody attempted to re texture any of the Arma 3 canal walls? I tried to use setObjectTexture with canal wall to no avail, looked in the config viewer and don't even see a texture in the config viewer or a hidden texture for it in the config viewer. So how would one go about re texturing the canal walls. Just testing something out. On our server we use pre fab bases and I am the of course the editor guy and build the bases and coder. So I want to re texture these walls. RIght night I am looking into modifying the VR object blocks but in the mean time if I can re texture the other things the more I learn the better. Thanks in in advance.. Share this post Link to post Share on other sites
DarkWings74 0 Posted October 25, 2016 Can't wait for the updated guide. Share this post Link to post Share on other sites
ComatoseBadger 9 Posted November 21, 2016 All the guides and templates are extremely handy Share this post Link to post Share on other sites
Swlp 0 Posted December 27, 2016 Nice, this was very helpful. Share this post Link to post Share on other sites
zero_vacuum 10 Posted January 9, 2017 Hi, i'm having problems with the Photoshop action. I've opened the nohq start the action and when it comes to "Delete Background" it says "The command "Delete" is not currently available. Same happens with Height2Occlusion. Does anybody know how I can get it work?? Share this post Link to post Share on other sites
LukasLPG 0 Posted January 19, 2017 Hey Ho, First very great tutorial, but now I got a tiny little question which is freaking me out and I can't figure out what I did wrong ... I tried to repaint a Hemtt Coverd, the problem is it accepts the first two skin pattern which are the front and the underground as seen here: http://images.akamai.steamusercontent.com/ugc/94974190732922043/E48500F39642C5FEFF879C1D8EEC9DA5A8E91434/ I want to change the cover, too. The problem is it doesnt matter how manny skin patterns of the cover.paa I add it isn't working. Spoiler this setObjectTextureGlobal [0,"hemttfront.paa"]; this setObjectTextureGlobal [1,"hemmtunderground.paa"]; this setObjectTextureGlobal [2,"hemttcover.paa"]; this setObjectTextureGlobal [3,"hemttcover.paa"]; this setObjectTextureGlobal [4,"hemttcover.paa"]; this setObjectTextureGlobal [5,"hemttcover.paa"] Does any body have experiece with this or a way to fix it? Thanks, Lukas Share this post Link to post Share on other sites
UK_Apollo 476 Posted January 19, 2017 26 minutes ago, LukasLPG said: Hey Ho, First very great tutorial, but now I got a tiny little question which is freaking me out and I can't figure out what I did wrong ... I tried to repaint a Hemtt Coverd, the problem is it accepts the first two skin pattern which are the front and the underground as seen here: http://images.akamai.steamusercontent.com/ugc/94974190732922043/E48500F39642C5FEFF879C1D8EEC9DA5A8E91434/ I want to change the cover, too. The problem is it doesnt matter how manny skin patterns of the cover.paa I add it isn't working. Reveal hidden contents this setObjectTextureGlobal [0,"hemttfront.paa"]; this setObjectTextureGlobal [1,"hemmtunderground.paa"]; this setObjectTextureGlobal [2,"hemttcover.paa"]; this setObjectTextureGlobal [3,"hemttcover.paa"]; this setObjectTextureGlobal [4,"hemttcover.paa"]; this setObjectTextureGlobal [5,"hemttcover.paa"] Does any body have experiece with this or a way to fix it? Thanks, Lukas It doesn't look like the HEMTT has a hiddenSelection available for the cover so you are probably out of luck. hiddenSelections[] = { "Camo1", "Camo2" }; hiddenSelectionsTextures[] = { "\a3\soft_f_beta\truck_01\data\truck_01_ext_01_co.paa", "\a3\soft_f_beta\truck_01\data\truck_01_ext_02_co.paa" }; 1 Share this post Link to post Share on other sites
theflantasyflan 2 Posted February 10, 2017 thank you for the tutorial Share this post Link to post Share on other sites
Rowibl 0 Posted February 24, 2017 Can anyone tell me how to make a retextured weapon skin into its own mod, so that it can be added into the game along with the original skin? I would greatly appreciate some help. Share this post Link to post Share on other sites
The_Tactician 56 Posted February 27, 2017 i rather just pay someone, this is sooooooooooooooo out of my field Share this post Link to post Share on other sites