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Amit

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

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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?:dontgetit:

 

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 by ThatGingerBastard

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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;
                        };
                    };
        }; 
    };
};

 

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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. 

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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

 

7QB7N57.jpg

 

 

Nice, but where are the muddy/sandy areas ? :D

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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 by Ateir
Phrasing

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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

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