Jump to content
Sign in to follow this  
Kydoimos

Vehicle Templates for Photoshop or Similar?

Recommended Posts

Hi - can anyone tell me how I can find templates for vehicles which I can open in photoshop or something similar? Maybe with layers? I downloaded an excellent .psn template for the Independent faction and I was able to go through layers and add my own uniform by the setobjecttexture command. Also, does anybody know how I can set the texture of different parts of a vehicle? Does it perhaps respond to the number before the file being called in the setobjecttexture command? For instance the '0' in the [0, "texture.paa";]. I've noticed when I try and set the texture of the UH-80 it only retextures the front section! Thanks so much to anybody who can help me here!

---------- Post added at 07:17 ---------- Previous post was at 07:09 ----------

Also, if anybody can tell me how I can use the setobjecttexture to retexture equipment too?

Share this post


Link to post
Share on other sites

As for Vehicles, they are always composed of several Texture files, therefor your [0, "texture.paa";] only covers 1 part of the vehicle. In A2 Vehicles normaly were composed of 2 or maximum 3 different texture files.

A Template has not been created for each vehicle since the emphesis on vehicle retextures is a lot lower then on Playermodels.

In Order to be able to retexture something with the init command the object or model needs to have a hiddenselection on it. Otherwise the command would not be executable for the object.

Share this post


Link to post
Share on other sites

Ah, ok - with equipment then, does that count as another texture file? For instance, I can change uniforms with the setobjecttexture [0, "texture.paa"]. But if I want to change equipment, perhaps I could do it with setobjecttexture [1, "equipment_texture.paa"]? Not sure I understand about hiddenselections yet, I'll have to read-up on that.

Share this post


Link to post
Share on other sites

Probably one of the easiest ways to work it out is to open the .pbo, eg, Air_f.pbo ( I use pbomanager) and extract the config.bin file then use Unrap to change the .bin into a readable and editable .cpp file.

It should all become a little clearer from there. If you de-pbo my ZFG addon (link in sig.) you'll get some extra help from those configs.

BSW

Share this post


Link to post
Share on other sites

I 'de.pbo-ed' your ZFG addon BusStopWilly - that was helpful, thanks! Wasn't sure how to do all the unwrap business stuff with config.bin etc. though! The thing I liked about the other addon I found was that it was all in an editable PSN. file, with layers that I could edit, bit by bit. Would love to find anything else like that? I was looking for the AH-99 in the ZFG add-on but I couldn't find it amongst the .paa files - is it there somewhere do you know? :) I liked your work by the way - as I think you yourself said, very Action Man-esque! Good fun!

Share this post


Link to post
Share on other sites

Does anybody have a .paa/psd./psn. template for the Marshall tank? Or the Blackfoot Attack Helicopter?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×