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

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You should see a pink soldier.

New indep vest and helmet classes.

class yevgeni89_V_PlateCarrierIA1_dgtl: Vest_Camo_Base
{
	scope = 2;
	displayName = "sadf2000 carrier";
	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[] = {"\sadf2000\data\sadf2000_vest_co.paa"};
	class ItemInfo: VestItem
	{
		uniformModel = "A3\Characters_F_Beta\INDEP\equip_ia_vest01";
		containerClass = "Supply140";
		mass = 40;
		armor = 20;
		passThrough = 0.5;
		hiddenSelections[] = {"camo"};
	};
};

class yevgeni89_H_HelmetIA: ItemCore
{
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "sadf2000 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[] = {"\sadf2000\data\sadf2000_helmet_co.paa"};
	class ItemInfo: ItemInfo
	{
		mass = 40;
		allowedSlots[] = {901,605};
		uniformModel = "\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas.p3d";
		modelSides[] = {2,3};
		armor = 4;
		passThrough = 0.5;
		hiddenSelections[] = {"camo"};
	};
};

Updated unit class to use above classes.

class yevgeni89_Soldier_F : I_Soldier_base_F
{
	_generalMacro = "I_Soldier_F"; //unsure what this does
	scope = 2;
	displayName = "AAF Soldier";
	uniformClass = "yevgeni89_Rifleman_Uniform_F"; //e.g. "Example_Soldier_F"
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_co.paa"};
	linkedItems[] = {"yevgeni89_V_PlateCarrierIA1_dgtl","yevgeni89_H_HelmetIA","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"};
	respawnLinkedItems[] = {"yevgeni89_V_PlateCarrierIA1_dgtl","yevgeni89_H_HelmetIA","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"};
};

Edited by surpher

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So do I replace my existing helmet config code with this or do i just copy whats in red?

I'm a little confused, I want to say you want me to leave my original first bit alone replace both the helmet and vest bits with what you wrote instead and add this bit in at the bottom?

class CfgPatches

{

class yevgeni89_Free_AAF_Army

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_INDEP"};

};

};

class CfgVehicles

{

class I_Soldier_base_F;

class yevgeni89_Soldier_F : I_Soldier_base_F

{

_generalMacro = "I_Soldier_F"; //unsure what this does

scope = 2;

displayName = "AAF Soldier";

uniformClass = "yevgeni89_Rifleman_Uniform_F"; //e.g. "Example_Soldier_F"

//hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_co.paa"};

hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(0.93,0,0.55,1)"};

linkedItems[] = {"yevgeni89_V_PlateCarrierIA1_dgtl","yevgeni89_H_HelmetIA","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"};

respawnLinkedItems[] = {"yevgeni89_V_PlateCarrierIA1_dgtl","yevgeni89_H_HelmetIA","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"};

};

};

};

class CfgWeapons

{

class Uniform_Base;

class ItemInfo;

class UniformItem;

class Vest_Camo_Base;

class VestItem;

class ItemCore;

class HeadgearItem;

class yevgeni89_Rifleman_Uniform_F : Uniform_Base

{

scope = 2;

displayName = "sad2000";

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 = "yevgeni89_Soldier_F"; //would be same as our made soldier class

containerClass = "Supply40"; //how much it can carry

mass = 40; //how much it weights

};

};

class yevgeni89_V_PlateCarrierIA1_dgtl: Vest_Camo_Base

{

scope = 2;

displayName = "sadf2000 carrier";

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[] = {"\sadf2000\data\sadf2000_vest_co.paa"};

class ItemInfo: VestItem

{

uniformModel = "A3\Characters_F_Beta\INDEP\equip_ia_vest01";

containerClass = "Supply140";

mass = 40;

armor = 20;

passThrough = 0.5;

hiddenSelections[] = {"camo"};

};

};

class yevgeni89_H_HelmetIA: ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "sadf2000_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[] = {"\sadf2000\data\sadf2000_helmet_co.paa"};

class ItemInfo: ItemInfo

{

mass = 40;

allowedSlots[] = {901,605};

uniformModel = "\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas.p3d";

modelSides[] = {2,3};

armor = 4;

passThrough = 0.5;

hiddenSelections[] = {"camo"};

};

};

};

Edited by yevgeni89

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They are new classes for independent gear, just add them like you have done. Whether you want to keep the blufor gear classes is up to you.

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Hello firt at all sorry for my bad english, now i need help im kinda new to the config files and i just want to place a clan logo on helicopter but when i try to get files to .pbo the BinPbo will give me 2 errors. I have done everything step by step on the first site so if anyone can help i would be happy :yay:

http://imgur.com/a/UUAgR here is the screenshot of config and the error text file that BinPBO will make after the packing.

Edited by Nikonteles

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Hello firt at all sorry for my bad english, now i need help im kinda new to the config files and i just want to place a clan logo on helicopter but when i try to get files to .pbo the BinPbo will give me 2 errors. I have done everything step by step on the first site so if anyone can help i would be happy :yay:

http://imgur.com/a/UUAgR here is the screenshot of config and the error text file that BinPBO will make after the packing.

Remove the {} from around you classnames ({TFRod_GH}. etc), also remove the BB Code () and no spaces allowed in classnames. Texture paths should start with the name of the folder you are packing not your P: drive.

Re-save your texture correctly named (with the _co at the end) - ArmA: Texture Naming Rules

class CfgPatches
{
   class TFRod_GH
{
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Air_F_Beta_Heli_Transport_01"};
   };
};


class CfgVehicles
{
class Heli_Transport_01_base_F;

class TFRod_Ghosthawk : Heli_Transport_01_base_F     
{ 
	_generalMacro = "B_Heli_Transport_01_F"; 
	scope = 2; 
	side = 1; 
	faction = "BLU_F";         
	displayName = "TFRod Ghosthawk";
	crew = "B_Helipilot_F";
	hiddenSelections[]= {"camo1","camo2"};  
	hiddenSelectionsTextures[]= {"\TFRod_GH\Data\TFRod_GH_co.paa", "#(rgb,8,8,3)color(0.93,0,0.55,1)"}; // Should be two textures.
	typicalCargo[] = {"B_Helipilot_F"}; 
	availableForSupportTypes[] = {"Drop","Transport"}; 
};  
};

You can post code here with the [noParse]


[/noParse] BB code tags

Edited by surpher

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This line crew = "B_Helipilot_F" is missing a ; at the end.

crew = "B_Helipilot_F";

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now it is okay thank you so much ! :)))

---------- Post added at 10:04 ---------- Previous post was at 10:03 ----------

btw is this tutorial also useful if i just want to change flag patches on the uniforms ?

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Kind of, allthough to change the flag you have to change the whole uniform texture. However most units now have the "insignia" hiddenSelection, its a square patch on the arm.

hiddenSelections[] = {"Camo","insignia"};

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so i dont need to change whole texture of the uniform (beoucse that is not what i want to do) i just want to change patch on the velcro on ufnirom, helmets and vests

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Open the relevant texture in Photoshop or GIMP then overlay the image of your flag into the correct position on the texture. Save to a _co.paa and use hiddenSelection to get the texture on the model.

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I don't know what the white is but the pink ("#(rgb,8,8,3)color(0.93,0,0.55,1)") is what I added because you was missing a texture.

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but why is it pink ? why it is not black like the defoult colour...

now it is black but now green with the logo on it im realy lost my self in this....

Edited by Nikonteles

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Okay so now im at this state the helicopter shows up in game as i want itsn ame is TFRod Ghosthawk but it doesnt have green texture with the log it is only just a black.

Here is a picture i made when i setObjectTexture at the helicopter and the config. Im realy sorry if im doing some stupid thing im realy new to all of this and i just want to create some things for our clan also i want to create patches on to uniforms but i still dont know how.

1024x640.resizedimage i just want to look it like that but green with that logo

class CfgPatches 
{ 
   class TFRod_GH 
   { 
       units[] = {}; 
       weapons[] = {}; 
       requiredVersion = 0.1; 
       requiredAddons[] = {"A3_Air_F_Beta_Heli_Transport_01"}; 
   }; 
}; 


class CfgVehicles 
{ 
   class Heli_Transport_01_base_F; 

   class TFRod_Ghosthawk : Heli_Transport_01_base_F      
   {  
       _generalMacro = "B_Heli_Transport_01_F";  
       scope = 2;  
       side = 1;  
       faction = "BLU_F";          
       displayName = "TFRod Ghosthawk"; 
       crew = "B_Helipilot_F";  
       hiddenSelections[]= {"camo"};   
       hiddenSelectionsTextures[]= {"P:\moje addony\TFRod_GH\Data\TFRod_GH_co.paa", "#(rgb,8,8,3)color(0.93,0,0.55,1)"};  
       typicalCargo[] = {"B_Helipilot_F"};  
       availableForSupportTypes[] = {"Drop","Transport"};  
   };   
};  

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The Ghosthawk has two exterior textures you can change, they are body and tail + rotor. In the air_beta_f.pbo you will find these textures for two different versions of the Ghosthawk.

Body

heli_transport_01_ext01_co.paa

heli_transport_01_ext01_blufor_co.paa

Tail + Rotor

heli_transport_01_ext02_co.paa

heli_transport_01_ext02_blufor_co.paa

In your config you shoulds have.

hiddenSelections[]= {"camo1","camo2"};  
hiddenSelectionsTextures[]= {"body_texture_goes_here", "tail+rotor_texture_goes _here"};

Or using setObjectTexture.

this setObjectTexture [0,"body_texture_goes_here"]; this setObjectTexture [1,"tail+rotor_texture_goes _here"];

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so body and tail + rotor must be together in the pbo rigt ?

---------- Post added at 16:45 ---------- Previous post was at 16:27 ----------

Okay, Ive got it in the game with logo but tail is invisibile and i have it in configň

OKAY ITS DONE ! :) the only probelm is that on the other side it is reversed....

Edited by Nikonteles

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OKAY ITS DONE ! :) the only probelm is that on the other side it is reversed....

Your stuck with that unfortunately.

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