ThatGingerBastard 0 Posted February 28, 2017 (edited) So I'm having the problem with trying to re-texture the Opscore multicam helmets in Adacas' Military Gear Pack addon to make them blend in more with the camo uniforms(right now the helmets all have this mustard yellow tint to them that really looks off when combined with the other mulitcam gear). 1. I downloaded it off armaholic 2. unpacked 'milgp_headgear.pbo' with arma 3 tools, 3. opened textures/h_opscore_mc_co.paa with TexView 2, 4. saved it to my desktop as a .tga file, 5. opened it in Photoshop and lowered the saturation till I was satisfied then saved the .tga, 6. opened it in TexView 2 again, then saved it as .paa 7. replaced the old .paa with mine(when I copy and replace it says mine is slightly smaller by about .05kb for reasons which boggle me completely) 8. repacked milgp_headgear using FileBank, 9. loaded it up in Arma 3 Launcher 10. Went into Virtual Arsenal to check it, error message pops up in VA "Picture\milgp_headgear\ui\icon_h_airframe_khk_ca.paa not found, and all headgear from MGP addon loads as completely invisible despite me having done nothing but change a texture. Any ideas? Nvrmnd, solved it! For anyone else, I had to use cfgconvert to change the config.bin back to a text format and then used addonbuilder instead of FileBank. Edited February 28, 2017 by ThatGingerBastard Share this post Link to post Share on other sites
Turma 0 Posted July 13, 2017 Thank you Amit for great tutorial, got ne up to speed in no time. Unfortunately, can't get my textures to show up in game, worked fine when testing but noe in .pbo they are invisible. Paa's are fine, code looks good, maybe the pathing? I don't know, I am becoming blind to the code trying to figure it out for hours. class CfgPatches { class Finnish_Policemen { units[] = {"Finnish_Police, Finnish_Police_Hivis";}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class cfgFactionClasses { class Custom_Faction { displayName = "Finnish Policemen"; priority = 3; // Position in list. side = 2; // Opfor = 0, Blufor = 1, Indep = 2. icon = "\Finnish_Police_Turma\data\ui\ico_fdf_co.paa"; //Custom Icon }; }; class CfgUnitInsignia { class Custom_Insignia { displayName = "My Custom Patch"; // Name displayed in Arsenal author = "Turma"; // Author displayed in Arsenal texture = "\Finnish_Police_Turma\data\ui\ico_fdf_co.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; class CfgVehicles { class B_CTRG_Soldier_F; class Finnish_Police: B_CTRG_Soldier_F { author = "Turma"; scope = 2; scopeArsenal = 2; scopeCurator = 0; displayName = "Finnish Policeman"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\Expansion\Addons\characters_f_exp\a3\characters_f_exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass = "Police_Uniform"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Finnish_Police_Turma\data\U_B_CTRG_Soldier_poliisi_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"Chemlight_green","Chemlight_red"}; respawnMagazines[] = {"Chemlight_green","Chemlight_red"}; linkedItems[] = {"ItemMap","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemWatch","ItemRadio"}; }; class Finnish_Police_Hivis: B_CTRG_Soldier_F { author = "Turma"; scope = 2; displayName = "Finnish Policeman (Hi-vis)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\Expansion\Addons\characters_f_exp\a3\characters_f_exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass = "Police_Uniform_Hivis"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Finnish_Police_Turma\data\U_B_CTRG_Soldier_poliisi_hivis_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"Chemlight_green","Chemlight_red"}; respawnMagazines[] = {"Chemlight_green","Chemlight_red"}; linkedItems[] = {"ItemMap","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemWatch","ItemRadio"}; }; }; class cfgWeapons { class ItemCore; class Uniform_Base; class UniformItem; class Police_Uniform: Uniform_Base { scope = 2; displayName = "Finnish Police"; picture = "-"; model = "\Expansion\Addons\characters_f_exp\a3\characters_f_exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Finnish_Police_Turma\data\U_B_CTRG_Soldier_poliisi_co.paa"}; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Finnish_Police"; containerClass = "Supply50"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Finnish_Police_Turma\data\U_B_CTRG_Soldier_poliisi_co.paa"}; mass = 50; }; }; class Police_Uniform_Hivis: Uniform_Base { scope = 2; displayName = "Finnish Police (Hi-vis)" picture = "-"; model = "\Expansion\Addons\characters_f_exp\a3\characters_f_exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Finnish_Police_Turma\data\U_B_CTRG_Soldier_poliisi_hivis_co.paa"}; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Finnish_Police_Hivis"; containerClass = "Supply50"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Finnish_Police_Turma\data\U_B_CTRG_Soldier_poliisi_hivis_co.paa"}; mass = 50; }; }; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class fp_vest: Vest_Camo_Base { scope = 2; displayName = "Finnish Police Assault Vest"; model = "A3\Characters_F\Common\equip_tacticalvest"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Finnish_Police_Turma\data\tacticalvest_poliisi_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "A3\Characters_F\Common\equip_tacticalvest"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 16; PassThrough = 0.2; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 16; PassThrough = 0.2; }; class Abdomen { HitpointName = "HitAbdomen"; armor = 16; passThrough = 0.2; }; class Body { HitpointName = "HitBody"; passThrough = 0.2; }; }; }; }; }; Share this post Link to post Share on other sites
CPT Hounddog 7 Posted July 17, 2017 On 7/12/2017 at 8:01 PM, Turma said: Thank you Amit for great tutorial, got ne up to speed in no time. Unfortunately, can't get my textures to show up in game, worked fine when testing but noe in .pbo they are invisible. Paa's are fine, code looks good, maybe the pathing? I don't know, I am becoming blind to the code trying to figure it out for hours. class CfgPatches { class Finnish_Policemen { units[] = {"Finnish_Police, Finnish_Police_Hivis";}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class cfgFactionClasses { class Custom_Faction { displayName = "Finnish Policemen"; priority = 3; // Position in list. side = 2; // Opfor = 0, Blufor = 1, Indep = 2. icon = "\Finnish_Police_Turma\data\ui\ico_fdf_co.paa"; //Custom Icon }; }; class CfgUnitInsignia { class Custom_Insignia { displayName = "My Custom Patch"; // Name displayed in Arsenal author = "Turma"; // Author displayed in Arsenal texture = "\Finnish_Police_Turma\data\ui\ico_fdf_co.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; class CfgVehicles { class B_CTRG_Soldier_F; class Finnish_Police: B_CTRG_Soldier_F { author = "Turma"; scope = 2; scopeArsenal = 2; scopeCurator = 0; displayName = "Finnish Policeman"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\Expansion\Addons\characters_f_exp\a3\characters_f_exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass = "Police_Uniform";<-- make sure this property is correct hiddenSelections[] = {"Camo","insignia"}; <--try this hiddenSelectionsTextures[] = {"Finnish_Police_Turma\data\U_B_CTRG_Soldier_poliisi_co.paa"};<--try this weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"Chemlight_green","Chemlight_red"}; respawnMagazines[] = {"Chemlight_green","Chemlight_red"}; linkedItems[] = {"ItemMap","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemWatch","ItemRadio"}; }; }; The path could be off for your hiddenSelectionsTextures property. Also I would try updating the hiddenSelections property too, and see if that works. If neither of these work, I would re-convert your .paa files from their original format back to .paa. Share this post Link to post Share on other sites
maxl30 81 Posted June 30, 2018 On 31.3.2016 at 6:05 PM, WORSHIP said: thank you for this great tutorial it has helped me a lot and I was able to make this great retexture Nice, but where are the muddy/sandy areas ? :D Share this post Link to post Share on other sites
Ateir 11 Posted January 18, 2019 (edited) Quick question on the topic of re-textures. I'm currently working on some uniform textures for a public "vanilla" server, in other words the textures will be implemented into the mission files. The issue I'm having tho, is balancing quality and file size, I obviously want good quality textures, but without impacting the mission file too much. I've tried a bunch of variations of different resolutions and file formats, and I'm kinda stuck. Which is why I thought I'd ask here and hopefully get some insight from someone with a bit more experience. What is the best file format/resolution mix? And is it any way to make TexView2 compress the file further when turning it over to a .paa? Edited January 24, 2019 by Ateir Phrasing Share this post Link to post Share on other sites
Mike Gram 0 Posted September 22, 2019 i have tried to use this (this setObjectTexture) but every time it only loads in my Unifrom and not vest or glasses anyone who know how to fix it i have 4 things Uniform: Vanity_Uni.paa Vest: Vanity_Vest.paa Beret: Vanity_Beret.paa Bandana with Aviator Glasses: Vanity_Bandana.paa Share this post Link to post Share on other sites