meaty 34 Posted August 13, 2016 Is there an easier/quicker way to view re-textures other than compiling the mod, adding it to arma3, loading arma3, going into VA or the editor ?? Something like a model viewer that will load a class name and display that model? Its a major pain having to load arma3 each and every time when your doing a vehicle rexture and find you need to move a camo line 5 pixels to the left for it to line up correctly, or finding THAT part on the uv map by painting each bit a bright colour. Is there isnt any other way, any chance of a simple model viewer (doesnt have to export or anything, just display the model and textures) ever being added to the tools?? It'd be massivly usefull! Share this post Link to post Share on other sites
opteryx 1562 Posted August 13, 2016 Load your model as a proxy in Object Builder? Share this post Link to post Share on other sites
Jackal326 1181 Posted August 13, 2016 Load your model as a proxy in Object Builder? And apply the re-texture to it how exactly? The only way that would work would be if you hex-edited the model to use your new texture and/or rvmats), which isn't exactly kosher and is generally frowned upon. I realise it would only be used for internal testing of the textures, but its still a mildly grey area. I think given how setobjecttexture/hiddenselections work would make a model viewer (in a similar fashion to HLMV or similar) very difficult to achieve... Share this post Link to post Share on other sites
opteryx 1562 Posted August 13, 2016 And apply the re-texture to it how exactly? The only way that would work would be if you hex-edited the model to use your new texture and/or rvmats), which isn't exactly kosher and is generally frowned upon. I realise it would only be used for internal testing of the textures, but its still a mildly grey area. I think given how setobjecttexture/hiddenselections work would make a model viewer (in a similar fashion to HLMV or similar) very difficult to achieve... Ah yeah, wasn't thinking that far. Share this post Link to post Share on other sites
.kju 3244 Posted August 13, 2016 you can use moveObject to change path easily however with unpacked data/filePatching setup you can edit textures while the game is running Share this post Link to post Share on other sites
Jackal326 1181 Posted August 14, 2016 you can use moveObject to change path easily however with unpacked data/filePatching setup you can edit textures while the game is running So then, the game itself becomes the model viewer. Good idea ;) Share this post Link to post Share on other sites
.kju 3244 Posted August 14, 2016 it depends what you need. ingame you have all the options of course 1 Share this post Link to post Share on other sites
PuFu 4600 Posted August 14, 2016 best method is to use filePatching with unpacked data and check your changes real time without the need to go through edit>pack/build>load game>open VA each time you edited the textures... 1 Share this post Link to post Share on other sites
meaty 34 Posted August 15, 2016 so the filepatching is a step in the right direction for sure, but i'm not sure i've got it working right. It sees the changes after closeing and restarting arma3, but if i copy new textures into the folder and re-load the editor its still the old textures on the model. Is the best i can get or have i set it up wrong?? The textures are in paa format if that helps. Share this post Link to post Share on other sites
.kju 3244 Posted August 15, 2016 post your setup and cmd line params plus you need to reinit content for the new data to be loaded; for some things you also need to restart the mission Share this post Link to post Share on other sites
meaty 34 Posted August 15, 2016 heres what i have: Mod folders of required addons for the reskins loaded and selected in the launchers mod section My reskin pbos (Meaty_units_opfor.pbo and Meaty_units_reskins.pbo (reskins pbo holds the textures, units just the configs) loaded and selected in the launchers mod section after the required mods "enable file patching" tick box ticked in the launchers paramaters/advanced section of the launcher Meaty_units_reskins.pbo in unpacked form in the main Arma3 folder and selected in the Mods box in parameters/basic section in the launcher unpacked reskins.pbo has a $PREFIX$ the same as the packed version which reads "Meaty_Units_Reskins" , config file is unbinarized in the reskin folder as well. Textures are done via hidden selections in the Meaty_units_opfor.pbo config file like such hiddenSelections[] = {"Camo1","Camo2","Camo3","Camo4"}; hiddenSelectionsTextures[] = {"Meaty_Units_Reskins\data\PragaV3S\v3s_kabpar_ind_Chern_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_intkor_ind_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_koloint02_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_refuel_Chern_co.paa"}; When i load arma3 i see a seperate jigsaw piece down in the mod list in the bottom left which shows my unpacked reskin folder, so its seeing it. And as i said before, if i restart the game it loads the new textures in the reskin folder. I've been testing by reloading a saved mission with the rextured unit pre-placed. Also what do you mean by reinit?? I've not heard that term before. Share this post Link to post Share on other sites
meaty 34 Posted August 21, 2016 so no ideas then? :( Share this post Link to post Share on other sites
.kju 3244 Posted August 21, 2016 1. dev branch and diag.exe required 2. path of data in your example x:\games\arma3dev\Meaty_Units_Reskins\data\PragaV3S\ 3. reinit = place asset again via zeus, eden, scripting or reloading mission Share this post Link to post Share on other sites
meaty 34 Posted August 24, 2016 bingo thats done it! thanks kju! B) 1 Share this post Link to post Share on other sites