mycatsaid 13 Posted September 13, 2013 Wondering if anyone can help with P3D texture changing. I'm using the program MoveObject to change a texture path to a custom one. Everything works fine without any errors yet when I add the model to a unit in my config the unit in game is invisible. I can't understand why as I've seen people doing the same thing and nobody has reported this issue. Changing the texture using this command which reports no errors and changing the paths correctly. MoveObject ia_sniper.p3d a3\characters_f\common\data\ghillie_woodland_co.paa AAF_D\data\AAF_D_Ghillie_IA.paa Thanks! Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 13, 2013 My guess, same as other reports here, textures with Alpha channels and similar. Does the 24bit version of your texture do the same thing? Share this post Link to post Share on other sites
.kju 3245 Posted September 13, 2013 are the extensions like _co important and must remain? Share this post Link to post Share on other sites
mycatsaid 13 Posted September 13, 2013 (edited) Thanks for replies. I was actually using the default PAA file which does have alpha channels. But even the woodland variant has alpha and that seems to be the one all the ghillies are using for now. I've tried resaving and using different bit setting but that didn't appear to work either. As for the name I've not had any problem with renaming the texture files. I've only heard renaming the P3D can cause problems. I've noticed that the MoveObject tool saves the paths in lowercase letters. Could that have any effect if some of my paths and textures are capitals? It doesn't seem to effect with configs or anything but maybe with the P3D? I've just tried linking it to the original woodland PAA and that also does not work with the new path. Before saving AAF_D\data\AAF_D_Ghillie_IA3.paa After P3D compiled aaf_d\data\aaf_d_ghillie_ia3.paa Tried doing a 24bit version without alpha layers and still didn't work. Edited September 13, 2013 by mycatsaid Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 14, 2013 To kju's point, where's the _co ? Share this post Link to post Share on other sites
mycatsaid 13 Posted September 14, 2013 Quote Gnat;2502198']To kju's point' date=' where's the _co ?[/quote']He means the _co in the PAA filename of the original texture. Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 14, 2013 ..... And YOUR texture Share this post Link to post Share on other sites
mycatsaid 13 Posted September 14, 2013 Quote Gnat;2502230']..... And YOUR texture Can you explain why the _co is necessary and why something as simple as that would cause the model not to work? Also it didn't seem by the way he wrote it that he confirmed that was the issue, it was a question. I will give it a test tomorrow. Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 14, 2013 If you'd bothered to use search in these forums you might have seen Share this post Link to post Share on other sites
.kju 3245 Posted September 14, 2013 http://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules Share this post Link to post Share on other sites
mycatsaid 13 Posted September 14, 2013 Thanks for that link Kju. I've found the reason why the model is not working. aaf_d\data\ia_sniper.p3d: No geometry and no visual shape I searched and found a thread that said it was an issue with BinPBO not adding the binarized .p3d in the pbo. So not sure if it is the MoveObject program causing the model issue. Maybe the program isn't ArmA 3 compatible yet? Share this post Link to post Share on other sites
Sealife 22 Posted September 14, 2013 dont forget ilegal to redistribute BIS p3ds after Hex editing , without permissions apologies if your not doing that but if you packing Binarised P3d`s then you dont have Mlods ? Share this post Link to post Share on other sites
mycatsaid 13 Posted September 14, 2013 Sealife said: dont forget ilegal to redistribute BIS p3ds after Hex editing , without permissions apologies if your not doing that but if you packing Binarised P3d`s then you dont have Mlods ? Yeah I'm not hex editing the P3Ds. Just using MoveObject to try and repath the texture file as some of the models do not have hiddenselections. It is the only way I can see getting it to work. I've noticed other people with addons have got it to work, whether that is through hex editing I don't know. Share this post Link to post Share on other sites