Ulfen125 10 Posted July 1, 2009 Hey there this is my first post in these forums, I am completley new to Arma 2 and I have never modded it before. I have been trying to find some good tutorials on how to copy the usmc infatery units and make a new one of them. I want to resking them to look like swedish soldiers, sorry for my bad english and I hope you understand what it is I am trying to do. I have managed to extract the texture files and such with a tool. I hope you can help :) Share this post Link to post Share on other sites
dxfan01 10 Posted July 3, 2009 i was wondering the same thing...does any1 have an answer? Share this post Link to post Share on other sites
surpher 1 Posted July 4, 2009 You need to hex edit the texture paths in the p3d file, keeping the paths the exact same number of characters. Share this post Link to post Share on other sites
Ulfen125 10 Posted July 4, 2009 You need to hex edit the texture paths in the p3d file, keeping the paths the exact same number of characters. And how would I do this? :) Share this post Link to post Share on other sites
surpher 1 Posted July 4, 2009 I use Notepad++ along with the Hex Editor plugin to edit the p3d files. For example if you open the usmc_soldier.p3d and do a search for _co.paa (set data type to ANSI string) you should find reference to three texures that you will have to edit. ca\characters2\usmc\marines\data\usmc_marpatsm_co.paa ca\characters2\usmc\marines\data\usmc_marpatsgb_co.paa ca\characters2\usmc\marines\data\usmc_marpatsgs_co.paa Replace ca\characters2 with something like ulfen_swe_unif (note: must be the exact same amount of characters) Share this post Link to post Share on other sites
NotASenator 10 Posted July 6, 2009 If you wanted this as a mod, you'd have to create a config file for the new unit types, right? Share this post Link to post Share on other sites
surpher 1 Posted July 6, 2009 If you wanted this as a mod, you'd have to create a config file for the new unit types, right?Yes, something like this. #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class ulfen_swe_soldiers { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgFactionClasses { access = ReadAndCreate; class swedish { displayName = "Swedish Soldiers"; priority = 10000; side = -1; }; }; class CfgVehicles { class USMC_Soldier_Base; // External class reference class ulfen_Soldier: USMC_Soldier_Base { scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\ulfen_swe_unif\usmc\usmc_soldier"; displayName = "SWE Rifleman(M16A4)"; faction = swedish; weapons[] = {M16A4, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {M16A4, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West"}; }; }; Share this post Link to post Share on other sites
NotASenator 10 Posted July 6, 2009 Thanks, that helps a lot. I'll give it a shot tonight. Share this post Link to post Share on other sites
Ulfen125 10 Posted July 6, 2009 Yes, something like this. #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class ulfen_swe_soldiers { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgFactionClasses { access = ReadAndCreate; class swedish { displayName = "Swedish Soldiers"; priority = 10000; side = -1; }; }; class CfgVehicles { class USMC_Soldier_Base; // External class reference class ulfen_Soldier: USMC_Soldier_Base { scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\ulfen_swe_unif\usmc\usmc_soldier"; displayName = "SWE Rifleman(M16A4)"; faction = swedish; weapons[] = {M16A4, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {M16A4, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West"}; }; }; Alright thanks, I only got one more question :o How do I create and apply new custom Normal maps for it? Since im doing the swedish stridsväst 2000 and it needs some custom normal maps. Thanks alot for the help, I hope im not being anoying :s Share this post Link to post Share on other sites
surpher 1 Posted July 6, 2009 Alright thanks, I only got one more question :o How do I create and apply new custom Normal maps for it? Since im doing the swedish stridsväst 2000 and it needs some custom normal maps. Thanks alot for the help, I hope im not being anoying :sYou might find this tutorial helpful for creating custom normal maps.Soul_Assassin's texturing how-to Also search the ArmA1 editing section of the forum. If you use custom normal maps you will need to hex edit the texture paths in the p3d file and the relevant rvmat file. Share this post Link to post Share on other sites
Viking_NFS 0 Posted July 6, 2009 (edited) Excellent thread! One question: I'm at a similar stage. Have got the textures edited, the p3d Hex'ed and the config done, but for some reason when the models show up ingame they have their original BIS textures. Which is wierd, because as far as I can see, there is no text anywhere (p3d, config) that would make the model use the original textures. Suggestions? EDIT: Nevermind. I just saw that there is more than one entry per texture in the p3d. Keep up the good thread! Edited July 6, 2009 by Viking_NFS Problem solved Share this post Link to post Share on other sites
dxfan01 10 Posted July 7, 2009 Hey ulfen did this work for u? Share this post Link to post Share on other sites
NotASenator 10 Posted July 7, 2009 (edited) It didn't entirely work for me. I'm extending the FR_Base (Marine Force Recon) and the custom unit with the custom textures, but it shows up in the USMC list in the editor, with the custom faction not appearing. I'm fooling around with the config now. EDIT: Disregard, I got it to work just fine. The new faction is showing up. Edited July 7, 2009 by NotASenator Share this post Link to post Share on other sites
Ulfen125 10 Posted July 7, 2009 It didn't entirely work for me.I'm extending the FR_Base (Marine Force Recon) and the custom unit with the custom textures, but it shows up in the USMC list in the editor, with the custom faction not appearing. I'm fooling around with the config now. EDIT: Disregard, I got it to work just fine. The new faction is showing up. Hello i tried copying the cfg that was posted but it doesnt seem to show up ingame when i make it into a mod I cant find Swedish faction :s Share this post Link to post Share on other sites
surpher 1 Posted July 8, 2009 Hello i tried copying the cfg that was posted but it doesnt seem to show up ingame when i make it into a mod I cant find Swedish faction :sHave you managed to get it working yet? Share this post Link to post Share on other sites
[asa]oden 0 Posted July 9, 2009 Wonderful m90 there Ulfen - how did you get hold of the .paa to edit? (if you still have problems with the config part, gimme a shout and I'll fix one for you) Share this post Link to post Share on other sites
norsu 180 Posted July 10, 2009 Isn't it now possible to use hiddenSelectionsTextures command in unit config to skip the hex editing? It should work for infantry models too because they also have "Camo" selection which is used to change the texture. So instead of hex editing the model you would just have to add something like this in your config: hiddenSelectionsTextures[] = {"\ulfen_swe_units\yourtexture.paa"}; Note how character count isn't an issue anymore when you use the command. Also you can use the stock BIS model to reduce addon size :). Share this post Link to post Share on other sites
surpher 1 Posted July 10, 2009 Isn't it now possible to use hiddenSelectionsTextures command in unit config to skip the hex editing? It should work for infantry models too because they also have "Camo" selection which is used to change the texture.Only works if the model has a "Camo" hiddenSelectionsTextures.Here's a list of models in characters2 that have the "Camo" hiddenSelectionsTextures. Civil citizen.p3d doctor.p3d functionary.p3d profiteer.p3d rocker.p3d villager.p3d woodlander.p3d worker.p3d Civil Female damsel.p3d farmwife.p3d hooker.p3d housewife.p3d secretary.p3d sportswoman.p3d wife.p3d workwoman.p3d Snipers ghillie_overall.p3d USMC lhd_crewman.p3d usmc_soldier_light.p3d Share this post Link to post Share on other sites
rufflesgnr 10 Posted August 3, 2009 (edited) hi, i have photoshop knowlege but i dont know how people retexture units keeping the clothes "lines" and folds.. i tried seraching for tutorials but cant find any for exemple, adding a camo pattern in a units pants but keeping the costure, pocket lines etc... rufflesgnr is offline Report Post Edit/Delete Message Edited August 3, 2009 by rufflesgnr Share this post Link to post Share on other sites
surpher 1 Posted August 3, 2009 Try greyscaling the relevant normal map (_nohq.paa) and blend it with your camo pattern. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted August 3, 2009 Camo clothers can't be used as a base for fold-shadows, you need 1 color clothers for that. If i remember correctly the pilots are wearing all green or all grey overalls, i'd try to use those. If they're missing a pockets you can still copy those over from other units and try to repaint them to have less camo effects. Share this post Link to post Share on other sites
knicked 10 Posted August 3, 2009 How do you Make Camo Then Apply it ive got photoshop Bi tools and 3ds max Share this post Link to post Share on other sites
shadowhunter388 10 Posted March 30, 2010 You need to hex edit the texture paths in the p3d file, keeping the paths the exact same number of characters. Hi, Can you explain this to me as if you were talking to a child cause this crap makes no sense and i'm getting mad as heck. I don't understand. I a totourial on where theses files are located (I;m using steam version). I need the whole step. Thanks Share this post Link to post Share on other sites