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n_icomach

Re-texture of vehicles breaking the model?

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Hey guys so some wierd issues are popping up when I try to retexture vehicles. I do the following steps.

1. Open .pbo

2. locate texture and open in texview2

3. Save texture as a .tga and edit in photoshop

4. Take edited texture and resave as a .paa

5. Replace original texture with now modified (Same name)

6. Load in-game and immediately notice the vehicle doesn't have icon in the editor anymore.

7. Get error loading the model itself.

Any ideas on why this may be happening? I do the same steps to other player gear (helmets) and have no issues.

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And you have permision to edit this mod?

That I do. I am suppose to be getting the unbinaried files once he uploads them. In the meantime I am editing just the textures to see where each part is on the vehicle so I can have a better understanding.

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Your breaking a config. You Need to have a config.cpp, using the config.bin doesn't work and causes errors like that.

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Your breaking a config. You Need to have a config.cpp, using the config.bin doesn't work and causes errors like that.

Thats odd, im not touching the configs or changing the file name in the slightest.

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Thats odd, im not touching the configs or changing the file name in the slightest.

When you open a PBO and extract it, the config is turned into a .Bin instead of a .CPP and that breaks it.

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When you open a PBO and extract it, the config is turned into a .Bin instead of a .CPP and that breaks it.

I'll take a look at it. I'm seeing a cpp right now, I'll tweak with it a bit more and report my findings.

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Also, doesnt that Humvee have hiddenselections by default? Unless granQ removed them from the config, you should be able to just do

this SetObjectTextureGlobal [0,"New_Humvee_Texture.paa"];

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Also, doesnt that Humvee have hiddenselections by default? Unless granQ removed them from the config, you should be able to just do

this SetObjectTextureGlobal [0,"New_Humvee_Texture.paa"];

Id like to have humvee not have anything in it init except mission specific requirements.

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Id like to have humvee not have anything in it init except mission specific requirements.

Well, you stated that you wanted to apply textures to the vehicle so you could see how the texture fit over the model. This would be the ideal way to do that because you can simply plop your texture in a mission folder, add the above code and observe.

Its not the permanent solution, but you said you dont even have the unbinarized version of the vehicle (which, in retrospect, you really shouldnt need if you're only doing retextures), so this method will allow you to get to work on the textures at least while you wait for those files.

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QUOTE=Scorch_052;2614467]Well, you stated that you wanted to apply textures to the vehicle so you could see how the texture fit over the model. This would be the ideal way to do that because you can simply plop your texture in a mission folder, add the above code and observe.

Its not the permanent solution, but you said you dont even have the unbinarized version of the vehicle (which, in retrospect, you really shouldnt need if you're only doing retextures), so this method will allow you to get to work on the textures at least while you wait for those files.

Thanks for the tip, your right about that. Odd how its with every vehicle I touch amd not just the Humvee. If someone can maybe fiddle with standalone hmmvw mod and let me know your steps that would be rather helpful

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QUOTE=Scorch_052;2614467]Well, you stated that you wanted to apply textures to the vehicle so you could see how the texture fit over the model. This would be the ideal way to do that because you can simply plop your texture in a mission folder, add the above code and observe.

Its not the permanent solution, but you said you dont even have the unbinarized version of the vehicle (which, in retrospect, you really shouldnt need if you're only doing retextures), so this method will allow you to get to work on the textures at least while you wait for those files.

Thanks for the tip, your right about that. Odd how its with every vehicle I touch amd not just the Humvee. If someone can maybe fiddle with standalone hmmvw mod and let me know your steps that would be rather helpful

Well, I haven't gotten any responses on the standalone so I can't touch it :l

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Well, I haven't gotten any responses on the standalone so I can't touch it :l

Well hopefully you do, but in the meantime ill keep trying and cry myself to sleep when it fails.

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Well hopefully you do, but in the meantime ill keep trying and cry myself to sleep when it fails.

If I get source access I will easily fix the few bugs I noticed and can rerelease it most likely that same day.

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If I get source access I will easily fix the few bugs I noticed and can rerelease it most likely that same day.

Sounds good, let me know if you get those re-textures working and if you have time point me in the right direction.

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Sounds good, let me know if you get those re-textures working and if you have time point me in the right direction.

Retex's are the easy part. Its the fact I don't have the files to do so and point you where you need to go thats screwing it over.

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Retex's are the easy part. Its the fact I don't have the files to do so and point you where you need to go thats screwing it over.

Here is the mod in question http://www.armaholic.com/page.php?id=24518 I am also still waiting for the files but it seems the developer has fallen off the face of the earth :/

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i have to ask: how are granQ's files any different from the ones released by BI in both mlod and odol format as samples containing the entire A2 library, including all HMMVVs variants...?

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i have to ask: how are granQ's files any different from the ones released by BI in both mlod and odol format as samples containing the entire A2 library, including all HMMVVs variants...?

I honestly wouldn't be able to awnser that. I just want to do a small addition to the texture.

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