spookygnu 563 Posted May 10, 2015 If I wanted to re-texture a target would the process on this be the same as in the guides on re-texturing What I have done so far is this. 1. Open the .paa file in texview, save it as a .TGA then opened it in Photoshop. 2. placed an image on top of the already painted figure 11 target. Saved the PSD Would I then rename, resave in texview as a .paa and adjust the rvmat accordlingly etc. If I'm on the right track here, please elaborate further for me as this is a new one for me. I've been spending a lot of time making maps and would like few custom targets to play with. Thanks Spook Share this post Link to post Share on other sites
Jackal326 1182 Posted May 11, 2015 You're pretty much on the right lines. It depends which target you're looking at retexturing. Some use 'setobjecttexture' to change the textures, though from my work on a few custom targets for my squad the implementation is a little different to retexturing a vest or uniform item for example. class CfgVehicles { class TargetBootcampHuman_F; class Your_New_Classname: TargetBootcampHuman_F { scope = 2; scopeCurator = 2; displayName = "Target (Enemy)"; storeShooterDataByDefault = 0; // relating to stat tracking on who shot target etc popup = 0; // is the target a pop-up target? 0=no, 1=yes popupDelayDefault = 3; // popup delay popupDelayMin = 1; popupDelayMax = 20; textures[] = { {"Generic","\new_pbo\target_co.paa"} }; }; }; When saving as a TGA from Photoshop after you've edited the texture to fit your needs, you'll need to re-save it as a 32bit .TGA, and convert it in TexView to a _co.paa (or _ca.paa if you intend to have alpha-channels, though this will depend on the type of target as to whether you'll need them). Share this post Link to post Share on other sites
spookygnu 563 Posted May 11, 2015 Thanks Jackal! I've been playing around with 'setobjecttexture' like you mentioned, but it was actually Rabidus who gave me a tip to use that function. That has worked great so far. I might stick with that for now, but your advice has been noted and if I attempt to make a custom target from scratch (as, a brand new model) I'm assuming your code would work more for that. Correct?? Share this post Link to post Share on other sites
Jackal326 1182 Posted May 12, 2015 ...if I attempt to make a custom target from scratch (as, a brand new model) I'm assuming your code would work more for that. Correct?? Either/Or. You could use the code for getting a brand-new model in game, or you can use it to create an editor-placeable addon using your new texture as the default appearance. Keep in mind the above code is only the 'cfgVehicles' code, and would require more entries for the entire 'config.cpp' such as 'cfgPatches' etc. Share this post Link to post Share on other sites