xymos 0 Posted July 13, 2007 I have painted an SU34 Black with Decepticon logos. I can replace my current jet with it just fine by using air3.pbo. I was just wondering if someone could give me some tips on creating a custom config so I could make this jet seperate from the original. Share this post Link to post Share on other sites
sniper pilot 36 Posted July 13, 2007 I've used search, and i cant find a tutorial on how to create a config where i can make a separate addon for my Weapon reprints... if anyone could help i would be most appreciative. Share this post Link to post Share on other sites
StryDa 0 Posted July 13, 2007 I am not to good at this but this is how i done mine. 1- Open the model (.p3d) you retextured in a text and hex viewer (use google to find one) 2- make a new folder for addon "myaddon" then have a folder called textures. The path should be the same length as the bis one. so if its an aircract it would be "\air\data\bis_addon.paa" yours should have the same amount of characters. In this case 23 (will be different) so yours could be "\mine\textures\mytx.paa". Replace all text strings of \air\data\bis_addon.paa and replace with \mine\textures\mytx.paa . this is why they have to be same length. Depending on model there should be atleast 5 other models have more references. 3- Once you have changed all the references on the p3d put it in the root folder in the examples case "/mine/". Now it is time to make the config. 4- Config (thanks to Rellikki for helping me with this before) Edit the bolded parts. Add a name of the original unit classname which you retextured on the BIS_class's. Quote[/b] ]Class CfgPatches{ class pbo_name { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class category_name { displayName = "Category name, displayed in the mission editor"; }; }; class CfgVehicles { /*extern*/ class BIS_class; class your_class_2: BIS_class { model="\pbo_name\model_name.p3d"; displayName="Display name for the unit, displayed in game"; vehicleClass="category_name"; }; /*extern*/ class BIS_class; class your_class_1: BIS_class { model="\pbo_name\model_name.p3d"; displayName="Display name for the unit, displayed in game"; vehicleClass="category_name"; }; }; Change all the parts the \pbo_name\model_name.p3d to match the file path from the example \mine\mymodel.p3d. That config shows two vehicles so you can chop one off. After this pbo the folder in the example the "mine" folder you should now have a mine.pbo put it in the addons and try the game. If some errors come up it is 95% the config you have made a small mistake. If the texture looks funny in 3rd person or while flying/riding it is probably the p3d where you forgot to change one of the references. Hope this helps. Share this post Link to post Share on other sites
StryDa 0 Posted July 13, 2007 Heres an example of my first retextures config. (yes was a tractor :P) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class jdtractor { units[] = {John_Deere}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class StryDaWheeled { displayName = "StryDa Wheeled"; }; }; class CfgVehicles { /*extern*/ class tractor; class stryda_wheeled: tractor { model="\jdtractor\tractor.p3d"; displayName="John Deere"; vehicleClass="strydawheeled"; }; }; Share this post Link to post Share on other sites
plasman 0 Posted July 13, 2007 Here is a link to a good Hex Editor http://mh-nexus.de/hxd/ Share this post Link to post Share on other sites
shadow 6 Posted July 13, 2007 Moving to configs and scripting. Share this post Link to post Share on other sites
xymos 0 Posted July 13, 2007 Thank you all for the help. I was just wondering one more thing. All I have really changed are 2 paa files. So I just wanted to know if it was possible for me to create a smaller pbo that just has those two edited paa's and all the other information comes from the original pbo file. Share this post Link to post Share on other sites
xymos 0 Posted July 13, 2007 I just had a misunderstanding. Thank you very much for all the help. After I get everything ready and polished up I'll upload my jet. Share this post Link to post Share on other sites
xymos 0 Posted July 13, 2007 This is strange. I followed StryDa's instructions exactly, but it still won't show up in the game. Here is the config I wrote. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class subl { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class air { displayName = "Su34 Decepticon"; }; }; class CfgVehicles { /*extern*/ class jet; class SU34_Decepticon: jet { model="\subl\su34.p3d"; displayName="SU34 Decepticon"; vehicleClass="air"; }; }; subl is the name of the pbo. Share this post Link to post Share on other sites
xymos 0 Posted July 16, 2007 I figured everything out. It works perfectly now! Share this post Link to post Share on other sites
StryDa 0 Posted July 16, 2007 Sorry didn't answer never look at these forums :P I'm glad it helped. I couldn't find anything when I was trying to do it before so I though I would help. Share this post Link to post Share on other sites