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Yurichenco

How to create an addon for a new texture for an original cap?

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Hello community! Look, I need help from those who are dedicated to the creation of mods or retexturization of objects. You see the question is quite simple, this is what I need:

I want to create a small addon that uses the model of one of the original ArmA 3 caps (that of official) and creates a second cap exactly the same only with a different texture. I already have the texture made. But I can not find a detailed and step-by-step guide to achieve this.

I understand that to create an addon I just have to place the PBO file in the "addons" folder of the addon folder I am creating (@my addon) example. The part that I do not understand is the whole process of creating files to place inside the PBO in addition to the texture. Can someone enlighten me with this knowledge or suggest a good guide on how to do it? I will be eternally grateful.

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This question has been answered a LOT but will walk through where you can find tutorials etc. If you don't find an exact answer to one of your questions, google 'Arma 3 retexture' and 'tutorial' for other searches. Read, watch and read some more.

 

Understand, there is a learning curve but its great to have the ability to retexture mods. Honestly, the only way to learn is to start piecing together your first retexture and config. School of hard knocks so to speak.

 

This is an older tutorial but walks through the basics

 

 

This is the official source for configs from BI - https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide

 

This part would apply to headgear

 

class CfgWeapons
{
	class ItemCore;
	class HeadgearItem;
	class H_HelmetB: ItemCore
	{
		author = "Bohemia Interactive";
		scope = 2;
		weaponPoolAvailable = 1;
		displayName = "ECH";
		picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
		model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
		hiddenSelections[] = { "camo" };
		hiddenSelectionsTextures[] = { "\A3\Characters_F\BLUFOR\Data\equip1_co.paa" };
		class ItemInfo: HeadgearItem
		{
			mass = 40;
			uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
			modelSides[] = { TCivilian, TWest };
			hiddenSelections[] = { "camo" };

			// if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.
			// Currently works only for Headgear + NVG + Radio item combinations.
			// subItems[] = { "Integrated_NVG_F" };

			class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
			{
				class Head
				{
					hitPointName = "HitHead";
					armor = 6;
					passThrough = 0.5;
				};
			};
		};
	};
};

And finally, always make sure to look at the latest BI config you're retexturing to make sure you're taking advantage of the latest, greatest version BI is using.

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