Solitaire195 3 Posted May 30, 2019 NATO black AH-99 Blackfoot from the Alpha this setObjectTextureGlobal [0, "A3\Air_F_Beta\heli_attack_01\data\UI\Heli_Attack_01_EDEN_CA.PAA"]; 3 Share this post Link to post Share on other sites
soceris 56 Posted June 22, 2019 Some clothing i got reskins working in the contact DLC Farmer clothes (changes pants and boots) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa"]; (works with most Guerrilla Garment textures) Leather jacket (yellow reskin with gloves) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\hunter_bushman_co.paa"]; and every t-shirt in contact also works with the Guerrilla Garment as well... 2 Share this post Link to post Share on other sites
zukov 490 Posted July 12, 2019 hiddenSelectionsTextures[] = {"a3\characters_f_enoch\uniforms\data\i_e_soldier_01_co.paa","a3\characters_f_enoch\uniforms\data\i_e_soldier_01_pants_co.paa"}; to me the new LAF soldier are a mix between official and soldier textures and meshes AAF. would mean that we are able to build an entire Syndiakat army or a lite CSAT army just with a configuration file 2 Share this post Link to post Share on other sites
zukov 490 Posted July 20, 2019 CONTACT! unfortunately seems a different UV map and the new gloves too. I still investigate on it this setObjectTextureGlobal [1, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"]; this setObjectTextureGlobal [0, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Camo_F_1_co.paa"]; 1 Share this post Link to post Share on other sites
zukov 490 Posted July 28, 2019 CONTACT! in sequence 0 tank top, 1 pants, 2 gloves. For the last i don't know if there is a substitute texture but are very common gloves. So you have a 3 variants of tank top and all variants for any pants made on AAf uniform (i thought for example to paramedic) this setObjectTextureGlobal [1, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"]; Share this post Link to post Share on other sites
Timberhawk 1 Posted August 18, 2019 On 7/28/2019 at 10:11 AM, zukov said: So you have a 3 variants of tank top and all variants for any pants made on AAf uniform (i thought for example to paramedic) hey, could you help me out? I'd like to expand the range of AAF uniforms, but I have some trouble getting AAF digital pants on the tanktop model and the like. I'd also like to know if it's possible to remove/untexture the bandage on the guerilla garment (a recent update said it now had a seperate hiddentextureselection but I'm not quite sure how that works) and how does one figure out what textures and selections a uniform uses from the config viewer? thank you Share this post Link to post Share on other sites
zukov 490 Posted August 18, 2019 10 minutes ago, Timberhawk said: hey, could you help me out? I'd like to expand the range of AAF uniforms, but I have some trouble getting AAF digital pants on the tanktop model and the like. I'd also like to know if it's possible to remove/untexture the bandage on the guerilla garment (a recent update said it now had a seperate hiddentextureselection but I'm not quite sure how that works) and how does one figure out what textures and selections a uniform uses from the config viewer? thank you if i rememember well the bandage is camo 3 so (check the example in dev branch) this setObjectTextureGlobal [3, ""]; for the tank top version in aaf pants use the path for the AAF uniform look this setObjectTextureGlobal [1, "\A3\Characters_F_beta\INDEP\Data\ia_soldier_01_clothing_co.paa"]; naturally are for the mission maker if you want make a mod need a config file . if so check hidden content mod made around of this trheadhttps://steamcommunity.com/sharedfiles/filedetails/?id=1191469233 1 Share this post Link to post Share on other sites
Guest Posted January 14, 2020 https://imgur.com/a/9t9s1Jl MTP Gendarmerie for the combat uniform "\a3\characters_f_exp\gendarmerie\data\U_B_GEN_Soldier_F_02_co.paa" Share this post Link to post Share on other sites
seacaptainjim 67 Posted February 8, 2020 (edited) BI removed the grey base texture! - I'll leave this up for the 50cal/gatling gun swap. UNUSED Texture - Grey Speed Boat (insert into BLUFOR boat for Minigun or OPFOR for modern 50.cal) call{ this setObjectTextureGlobal [0,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_ext_INDP_CO.paa"]; this setObjectTextureGlobal [1,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_int_INDP_co.paa"]; this setObjectTextureGlobal [2,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_CROWS_INDP_CO.paa"]; } NATO paint (insert into OPFOR speed boat for 50.cal) call{ this setObjectTextureGlobal [0,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_ext_co.paa"]; this setObjectTextureGlobal [1,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_int_co.paa"]; this setObjectTextureGlobal [2,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_crows_blufor_co.paa"]; } AAF paint (insert into OPFOR speed boat for 50.cal) call{ this setObjectTextureGlobal [0,"A3\boat_f_beta\Boat_Armed_01\data\Boat_Armed_01_ext_INDP_co.paa"]; this setObjectTextureGlobal [1,"A3\boat_f_beta\Boat_Armed_01\data\Boat_Armed_01_int_INDP_co.paa"]; this setObjectTextureGlobal [2,"A3\boat_f_beta\Boat_Armed_01\data\Boat_Armed_01_crows_INDP_co.paa"]; } CSAT paint (insert into BLUFOR speed boat for minigun) call{ this setObjectTextureGlobal [0,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_ext_opfor_co.paa"]; this setObjectTextureGlobal [1,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_int_opfor_co.paa"]; this setObjectTextureGlobal [2,"A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_crows_OPFOR_co.paa"]; } Edited April 22, 2020 by seacaptainjim Feb picture upload. April - bis removed texture 5 Share this post Link to post Share on other sites
Igor Nikolaev 511 Posted March 1, 2020 Oh, I'm surprised to see this! Can work out as a mercenary type speedboat! 🙂 Share this post Link to post Share on other sites
seacaptainjim 67 Posted April 22, 2020 Black Taru Helicopeter Pods The transport and medical pods have a black selection in the Garage, the repair, ammo, cargo and fuel pods however are missing. The hidden selections are taken from the black Taru helicopter itself. Repair, Ammo and Cargo Pods call { this setObjectTextureGlobal [0,"A3\Air_F_Heli\Heli_Transport_04\Data\Heli_Transport_04_Pod_Ext01_Black_CO.paa"]; this setObjectTextureGlobal [1,"A3\Air_F_Heli\Heli_Transport_04\Data\Heli_Transport_04_Pod_Ext02_Black_CO.paa"]; }; Fuel Pod call { this setObjectTextureGlobal [0,"A3\Air_F_Heli\Heli_Transport_04\Data\Heli_Transport_04_fuel_black_CO.paa"]; }; Oldman CSAT Bioweapon call { this setObjectTextureGlobal [0,"a3\missions_f_oldman\Data\img\Decals\science_pods_co.paa"]; this setObjectTextureGlobal [1,"A3\Air_F_Heli\Heli_Transport_04\Data\Heli_Transport_04_Pod_Ext02_Black_CO.paa"]; }; As a side note: The medical pod has a auser action on door 6 (which i believe is the ramp) but i was unable to animate it open. Any help would be appreciated. 3 Share this post Link to post Share on other sites
Rochambeaubeau 4 Posted April 22, 2020 Quote As a side note: The medical pod has a user action on door 6 (which i believe is the ramp) but i was unable to animate it open. Any help would be appreciated. Quote this animateDoor ["Door_6_source", 1]; I find your post interesting because I have been working on finding Taru pod textures, as well. Since Old Man came out I've been looking for that unique CSAT biological warfare texture for the Cargo Pod. I think it may just be a pictureThing function, though. If anyone can help me out, I'd appreciate it. Share this post Link to post Share on other sites
seacaptainjim 67 Posted April 22, 2020 Quote Quote this animateDoor ["Door_6_source", 1]; I tried this but it wasn't playing ball! Maybe it only works when part of the helicopter model? - I'll investigate more thoroughly! Quote I find your post interesting because I have been working on finding Taru pod textures, as well. Since Old Man came out I've been looking for that unique CSAT biological warfare texture for the Cargo Pod. I think it may just be a pictureThing function, though. If anyone can help me out, I'd appreciate it. I've found the decals C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Expansion\Addons\missions_f_oldman.pbo\Data\img\Decals science_container_co.paa science_containers_tempest_co.paa science_pods_co.paa zamak_left_ca.paa zamak_right_ca.paa zamak_top_left_ca.paa zamak_top_right_ca.paa @Rochambeaubeau - how would pictureThing work? Share this post Link to post Share on other sites
seacaptainjim 67 Posted April 22, 2020 (edited) More Oldman Textures C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Expansion\Addons\missions_f_oldman.pbo\ Vehicles Expansion\Addons\missions_f_oldman.pbo\Data\img\Decals\science_container_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Decals\science_containers_tempest_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Decals\science_pods_co.paa Paintings Expansion\Addons\missions_f_oldman.pbo\Data\img\Paintings\oldman_painting_v1_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Paintings\oldman_painting_v2_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Paintings\oldman_painting_v3_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Paintings\oldman_painting_v4_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Paintings\oldman_painting_v5_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\mask_co.paaLaptop Screens Expansion\Addons\missions_f_oldman.pbo\Data\img\Screens\CSATNtb_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Screens\CSATNtbTurretsOffline_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Screens\CSATNtbTurretsOnline_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Screens\MillerNtbScreen01_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Screens\MillerNtbScreen02_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Screens\OldmanNtbDesktop_co.paa Expansion\Addons\missions_f_oldman.pbo\Data\img\Screens\SyndiaktLaptopDesktop_co.paa Roadsigns Expansion\Addons\missions_f_oldman.pbo\Data\img\Mosquito_Sign_ca.paa old_ca.paa Edited April 23, 2020 by seacaptainjim Added images 2 2 Share this post Link to post Share on other sites
Rochambeaubeau 4 Posted April 22, 2020 48 minutes ago, seacaptainjim said: I tried this but it wasn't playing ball! Maybe it only works when part of the helicopter model? - I'll investigate more thoroughly! I jumped in editor and literally copy/pasted the above on the Taru medical pod's init. field. The ramp slowly descended down. I'm not sure what's going on with your pod. To clarify, I didn't use a Taru helicopter for this. The pictureThing was just something that caught my attention in the config of the Ammo & Cargo pods. I was actually looking for the decals that you posted. The pictureThing & pictureThingX are probably red herrings and I have to learn more about it. Thanks for the decal locations! Share this post Link to post Share on other sites
seacaptainjim 67 Posted April 22, 2020 6 minutes ago, Rochambeaubeau said: I jumped in editor and literally copy/pasted the above on the Taru medical pod's init. field. The ramp slowly descended down. I'm not sure what's going on with your pod. To clarify, I didn't use a Taru helicopter for this. Its probably just me then!! 🙄 Quote The pictureThing was just something that caught my attention in the config of the Ammo & Cargo pods. I was actually looking for the decals that you posted. The pictureThing & pictureThingX are probably red herrings and I have to learn more about it. Thanks for the decal locations! Be sure to post how you got them working! I'm struggling to get the science container skin to stick to the Land_cargoBox Share this post Link to post Share on other sites
Rochambeaubeau 4 Posted April 22, 2020 57 minutes ago, seacaptainjim said: Be sure to post how you got them working! I'm struggling to get the science container skin to stick to the Land_cargoBox this setObjectTextureGlobal [0, "a3\Missions_F_Oldman\Data\img\decals\science_pods_co.paa"] Using [1, "A3\ puts your decal on the bottom of the pod Edit: Hey it works on Transport, Repair, Medical and it's a little funky with Refuel, too! Won't work on Ammo pod, though. Edit 2: This seems to work on the Tempest Ammo and replicates the Old Man science Tempest: this setObjectTextureGlobal [3,"A3\missions_f_oldman\Data\img\Decals\science_containers_tempest_co.paa"]; Using it on the Tempest Covered makes it have a weird blue shipping container cargo interior. I'm just experimenting. 1 Share this post Link to post Share on other sites
seacaptainjim 67 Posted April 22, 2020 24 minutes ago, Rochambeaubeau said: this setObjectTextureGlobal [0, "a3\Missions_F_Oldman\Data\img\decals\science_pods_co.paa"] Using [1, "A3\ puts your decal on the bottom of the pod Edit: Hey it works on Transport, Repair, Medical and it's a little funky with Refuel, too! Won't work on Ammo pod, though. Can you expand on the the [1, "a3 ... I tried this setObjectTextureGlobal [1,"A3\missions_f_oldman\Data\img\Decals\zamak_top_left_ca.paa"]; to add a top left decal to the roof but it did not come out as hoped... Share this post Link to post Share on other sites
stburr91 1005 Posted April 22, 2020 2 hours ago, seacaptainjim said: I tried this but it wasn't playing ball! Maybe it only works when part of the helicopter model? - I'll investigate more thoroughly! I can confirm, the rear, and side doors do open on the medical, and transport pods. Only the rear door/ramp opens on the Taru helicopters. Quote this animateDoor ["Door_6_source", 1]; statement = [this, 'Door_4_move_1', 'Door_4_move_2', 'Door_4_handle_rot'] call BIS_fnc_DoorOpen; 2 Share this post Link to post Share on other sites
seacaptainjim 67 Posted April 22, 2020 Oldman Crate this setObjectTexture [0, ""]; this setObjectTexture [1, "a3\Missions_F_Oldman\Data\img\decals\science_container_co.paa"]; Works on Box_Ammo_EastVeh_F (CSAT ammo box) but does not work on Land_CargoBox_V1_F (the red and blue cargo crate) 3 Share this post Link to post Share on other sites
seacaptainjim 67 Posted April 23, 2020 Shaven Ghilies this setObjectTexture [1, ""]; Hides the twigs and leaves, but also hides bag and back of chest rigging... interesting might be useful to someone 5 Share this post Link to post Share on other sites
seacaptainjim 67 Posted April 23, 2020 Books a3\enoch\props_f_enoch\items\documents\data\book_01_co.paa a3\enoch\props_f_enoch\items\documents\data\book_02_co.paa a3\enoch\props_f_enoch\items\documents\data\book_03_co.paa a3\enoch\props_f_enoch\items\documents\data\book_04_co.paa a3\enoch\props_f_enoch\items\documents\data\book_05_co.paa a3\enoch\props_f_enoch\items\documents\data\book_06_co.paa 5 Share this post Link to post Share on other sites
JoMiMi 3 Posted April 29, 2020 Found the classnames for the obsolete ELBV! V_HarnessOSpec_brn V_HarnessOSpec_gry Also, an update for the Bench pod: The Bench Pod is now only in the Virtual Garage and Zeus servers. 1 Share this post Link to post Share on other sites
JoMiMi 3 Posted July 28, 2020 On 4/23/2020 at 12:35 PM, seacaptainjim said: Books How'd you manage to spawn those? Share this post Link to post Share on other sites
seacaptainjim 67 Posted July 28, 2020 11 hours ago, JoMiMi said: How'd you manage to spawn those? The book is from Enoch/contact expansion A3_Props_F_Enoch_Items_Documents Book_01_F and Book_02_F the skins are listed below. The back covers are visible when you rotate the objects 1 Share this post Link to post Share on other sites