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NakedSquirrel

Texturing Help with CFG/PBO files

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I'm new to Arma/OFP editing. I have been trying to figure out how I can retexture existing models, but I find myself overwhelmed with this PBO/CFG format that addons are in.

I have figured out how to open and edit textures in Photoshop, thanks to the BI tools and tutorials online, but I don't know how to put the finished PAA file on a model in game. Can someone explain to a simpleton how I can make the step from a .paa file in photoshop to a model wearing that .paa file in game

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There are 2 ways: the easy one and the hard one.

The easy one: the model is prepared for retexturing.

This means, the model has so-called hiddenselections defined. You can easily find out if it is in the mission editor. Just place the respective unit on the map and type this in the init line of the unit:

this setObjectTexture [0, ""]

Now click on preview and if the unit/vehicle...uhm....looks "different" ;) then it is.

All you need now is your new texture and a config:

class CfgPatches {
class TAG_NEWUNITS {
	units[] = {"TAG_MY_NEW_UNIT"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

class cfgVehicles {
class UNIT_TO_RETEXTURE;
class TAG_MY_NEW_UNIT : UNIT_TO_RETEXTURE {
	displayName = "My awesome texture";
	hiddenSelectionsTextures[] = {
		"\FOLDERNAME\TEXTURE_FILENAME.paa"
	};
};
};

Create a folder FOLDERNAME, save the above config in it and also the new texture.

PBO it and enjoy it ingame.

The hard way: unit is not prepared for retexturing.

Means there are no hidden selections defined. Hopefully you have the MLOD (the .p3d file) as unbinarized version. Open it in O2.

Open in the menu Tools -> Mass Texture & Material renaming

Locate the correct texture in the list and select it. In the field "New name" insert path and filename to your new texture.

Start buldozer to preview it and check if it looks correctly.

If everything fits, save it in a new folder FOLDERNAME, together with your new texture (previously added texture in O2 should have this filepath of course) and this config:

class CfgPatches {
class TAG_NEWUNITS {
	units[] = {"TAG_MY_NEW_UNIT"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

class cfgVehicles {
class UNIT_TO_RETEXTURE;
class TAG_MY_NEW_UNIT : UNIT_TO_RETEXTURE {
	displayName = "My awesome texture";
	model = "\FOLDERNAME\MY_NEW_MODEL.p3d";
};
};

PBO the folder and enjoy your new unit ingame.

If you're unlucky and the p3d is binarized...well, then you're unlucky...nothing you could do then.

Hope this helps and you get your things done.

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Thanks for your help, but I'm still a bit lost.

Myke;1688037']T

1. This means' date=' the model has so-called hiddenselections defined. You can easily find out if it is in the mission editor. Just place the respective unit on the map and type this in the init line of the unit: Now click on preview and if the unit/vehicle...uhm....looks "different" ;) then it is.

2. All you need now is your new texture and a config:

[/quote']

1. I tried this with a few different units. The one I want to re-texture was invisible (except for the shadow). Other units (sykes, rifleman) seemed to change faces, but the textures looked the same.

If this is bad, is there a way to have the game 'replace' textures. IE telling the game load "MODDED texture with the same name" instead of the texture it is supposed to load.

2. I may sound dumb asking, but how do I make a new config? I've tried to open config files with notepad to see if I could figure out the coding on my own, but they look like gibberish rather than code.

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Hi,

If the files are binerized, you havent lost - you just have to Hex-Edit the p3d file to change the path to the texture. Realy simple. Search for hex edit. There is also the tool MoveObject which can rename the path for you.

Not only the p3d files are binerized, also the config files. There are tools to unbin those files, so you can read and change them (example Kegetys Tools)

Wrote that on the Iphone, do dont expect any Links. Maybe when im home in 6 h... ;)

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