Jump to content
Sign in to follow this  
yevgeni89

I need a little help retexturing some infantry

Recommended Posts

Hi , I decided I'm going to make a serious attempt at retexturing some AAF units and later vehicles , I tried to follow along with Slatts Tutorial on youtube but he's moving too fast for me to work and follow along is there a written accurate tutorial that I could follow as I worked, right now im trying to make the AAF in sadf2000 and nutria colors but I have plans for mitchell camouflage and some modified chocolate chip and UCP delta.

I'm using Gimp2 and textview2 , I have my files converted to TGA and theyre opened in gimp currently along with my camo pattern that I went into map and made it seamless I also scaled it down to 256, now I'm trying to find out where to go next .

"I currently finished a mitchell pattern, now I have to get it in game as a working uniform"

http://imgur.com/Hw4J170

http://imgur.com/gGn9UUb

I just finished several other AAF uniforms, im using the very basic psd files though released by saul, does anyone want to help me put them in game? I just plan on releasing them as some alternative camo and uniforms for the AAF or eventually if my skills permit it as a replacement config.

other patterns :)

http://imgur.com/oq0liRW

http://imgur.com/Z7BY7wE

http://imgur.com/seASTGl

http://imgur.com/s9be5Xn

Edited by yevgeni89

Share this post


Link to post
Share on other sites

"This is my config and my unit is showing up in game, i dont have any errors it's just not showing up "

enum {

// = 2, // Error parsing: Empty enum name

DESTRUCTENGINE = 2,

DESTRUCTDEFAULT = 6,

DESTRUCTWRECK = 7,

DESTRUCTTREE = 3,

DESTRUCTTENT = 4,

STABILIZEDINAXISX = 1,

STABILIZEDINAXESXYZ = 4,

STABILIZEDINAXISY = 2,

STABILIZEDINAXESBOTH = 3,

DESTRUCTNO = 0,

STABILIZEDINAXESNONE = 0,

DESTRUCTMAN = 5,

DESTRUCTBUILDING = 1,

};

class CfgPatches {

class {Nutria_helmet} {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_INDFOR"};

};

};

class cfgWeapons {

class ItemCore;

class HeadgearItem;

class example_HelmetB : ItemCore {

scope = 2;

weaponPoolAvailable = 1;

displayName = "Nutria Combat Helmet";

picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";

model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"Nutria_helmet.paa"};

class ItemInfo : HeadgearItem {

mass = 100;

uniformModel = "\A3\Characters_F\INDFOR\headgear_b_helmet_ballistic";

modelSides[] = {3, 1};

armor = 3*0.5;

passThrough = 0.8;

hiddenSelections[] = {"camo"};

};

};

};

class CfgPatches {

class {Nutria_vest} {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_INDFOR"};

};

};

class cfgWeapons {

class Vest_Base;

class VestItem;

class example_PlateCarrier1_rgr : Vest_Base {

scope = 2;

displayName = "Nutria Combat Vest";

picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";

model = "\A3\Characters_F\INDFOR\equip_b_vest02";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"Nutria_vest.paa"};

class ItemInfo : VestItem {

uniformModel = "\A3\Characters_F\INDFOR\equip_b_vest02";

containerClass = "Supply100";

mass = 50;

armor = 5*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

};

};

};

enum {

// = 2, // Error parsing: Empty enum name

DESTRUCTENGINE = 2,

DESTRUCTDEFAULT = 6,

DESTRUCTWRECK = 7,

DESTRUCTTREE = 3,

DESTRUCTTENT = 4,

STABILIZEDINAXISX = 1,

STABILIZEDINAXESXYZ = 4,

STABILIZEDINAXISY = 2,

STABILIZEDINAXESBOTH = 3,

DESTRUCTNO = 0,

STABILIZEDINAXESNONE = 0,

DESTRUCTMAN = 5,

DESTRUCTBUILDING = 1,

};

class CfgPatches {

class {Nutria} {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_INDFOR"};

};

};

class CfgVehicles {

class B_Soldier_base_F;

class Example_Soldier_F : B_Soldier_base_F {

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

scope = 2;

displayName = "Guardsmen";

nakedUniform = "U_BasicBody"; //class for "naked" body

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

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"Nutria.paa"};

};

};

class cfgWeapons {

class Uniform_Base;

class UniformItem;

class {MG_soldier_F} : Uniform_Base {

scope = 2;

displayName = "Nutria Combat Uniform";

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

model = "\A3\Characters_F\Common\Suitpacks\suitpack_indfor_diver";

class ItemInfo : UniformItem {

uniformModel = "-";

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

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

};

"This is shtebbie's config he tried to alter for me"

enum {

// = 2, // Error parsing: Empty enum name

DESTRUCTENGINE = 2,

DESTRUCTDEFAULT = 6,

DESTRUCTWRECK = 7,

DESTRUCTTREE = 3,

DESTRUCTTENT = 4,

STABILIZEDINAXISX = 1,

STABILIZEDINAXESXYZ = 4,

STABILIZEDINAXISY = 2,

STABILIZEDINAXESBOTH = 3,

DESTRUCTNO = 0,

STABILIZEDINAXESNONE = 0,

DESTRUCTMAN = 5,

DESTRUCTBUILDING = 1,

};

class CfgPatches {

class example_retexture_config {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F"};

};

};

class CfgVehicles {

class B_Soldier_base_F;

class Example_Soldier_F : B_Soldier_base_F {

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

scope = 2;

displayName = "MPP Rifleman";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "Example_CombatUniform_mcam"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"soldier\Data\clothing1_co.paa"};

linkedItems[] = {"N_vest", "H_HelmetI_net", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

respawnLinkedItems[] = {"N_vest", "H_HelmetI_net", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

};

};

class cfgWeapons {

class Uniform_Base;

class UniformItem;

class Example_CombatUniform_mcam : Uniform_Base {

scope = 2;

displayName = "MPP Uniform";

picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa";

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo : UniformItem {

uniformModel = "-";

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

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

class Vest_Camo_Base;

class ItemInfo;

class VestItem;

class N_vest : Vest_Camo_Base

{

scope = 2;

displayName = "Nutria Vest";

picture = "\A3\characters_f_beta\Data\UI\icon_v_i_vest_02_ca.paa";

model = "\A3\Characters_F_Beta\indep\equip_ia_vest01.p3d";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"soldier\Data\vests_rgr_co.paa"};

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";

containerClass = "Supply100";

mass = 50;

armor = 10*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

};

};

};

};

Once I pack my pbo I get a pbo called arma3 and a txt file called arma3 and it says "Creating texture headers file...

Texture headers file was not created - no textures found."

Thanks to surpher I have my config but when i pack my addon is says warning the path contains a space character?

Edited by yevgeni89

Share this post


Link to post
Share on other sites

Changed a few lines of the config file. Removed spaces in some of the "model" statements


enum
{
// = 2, // Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};

class CfgPatches 
{
class example_retexture_config 
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F"};
};
};

class CfgVehicles
{
class B_Soldier_base_F;
class Example_Soldier_F : B_Soldier_base_F
{
	_generalMacro = "B_Soldier_F"; //unsure what this does
	scope = 2;
	displayName = "MPP Rifleman";
	nakedUniform = "U_BasicBody"; //class for "naked" body
	uniformClass = "Example_CombatUniform_mcam"; //the uniform item
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"soldier\Data\clothing1_co.paa"};
	linkedItems[] = {"N_vest", "H_HelmetI_net", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
	respawnLinkedItems[] = {"N_vest", "H_HelmetI_net", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
};
};

class cfgWeapons 
{
class Uniform_Base;
class UniformItem;

class Example_CombatUniform_mcam : Uniform_Base
{
	scope = 2;
	displayName = "MPP Uniform";
	picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuni form_rucamo_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo : UniformItem
{
	uniformModel = "-";
	uniformClass = "Example_Soldier_F"; //would be same as our made soldier class
	containerClass = "Supply20"; //how much it can carry
	mass = 80; //how much it weights
};


class Vest_Camo_Base; 
class VestItem;
class ItemInfo;

class N_vest : Vest_Camo_Base 
{ 
	scope = 2; 
	displayName = "Nutria Vest"; 
	picture = "\A3\characters_f_beta\Data\UI\icon_v_i_vest_02_ca .paa"; 
	model = "\A3\Characters_F_Beta\indep\equip_ia_vest01.p3d"; 
	hiddenSelections[] = {"camo"}; 
	hiddenSelectionsTextures[] = {"soldier\Data\vests_rgr_co.paa"}; 

	class ItemInfo : VestItem 
	{ 
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; 
		containerClass = "Supply100"; 
		mass = 50; 
		armor = 10*0.5; 
		passThrough = 0.7; 
		hiddenSelections[] = {"camo"}; 
	}; 
}; 
};

Also when you are packing the addon in addon builder, what is in the path to project folder box when you compile? If you are getting a pbo called arma3.pbo it sounds like the target of addon builder is where your arma3.exe location is and you need to change it to the folder where the above config.cpp is.

What I've changed in your config should get rid of the warning about space character. - in reply to your pm.

Edited by cavemanmods

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  

×