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Grester

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About Grester

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    gresternandes

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  1. Greetings reader, here's my problem: I've been trying to retexture some CUP Units gear yet although I'm able to see the new gear in-game, it still loads the original texture instead of the new one despite everything seems to be perfect. So I'm supposing it is something stupid I'm not aware. Here's my config and file structure: @Takistan97\logo.paa @Takistan97\mod.cpp @Takistan97\addons\tk97\config.cpp @Takistan97\addons\tk97\data\kzg_afg_helmet_co.paa (DXT1 Compressed) @Takistan97\addons\tk97\data\logo.paa class CfgPatches { class Takistan97 { weapons[] = {"TK97_KZG_Helmet"}; requiredVersion = 0.1; requiredAddons[]= { "A3_Characters_F","CUP_Creatures_People_Core","CUP_Creatures_Military_SLA" }; author = "Grester & Volker"; }; }; class CfgMods { class Mod_Base; class Mod_TK97: Mod_Base { picture="tk97\data\logo.paa"; logo="tk97\data\logo.paa"; logoSmall="tk97\data\logo.paa"; tooltipOwned="Takistan '97"; overview="Placeholder"; hideName=1; hidePicture=0; name="Takistan '97"; }; }; class cfgWeapons { //INHERITED CONFIG class CUP_H_SLA_Helmet; class TK97_KZG_Helmet: CUP_H_SLA_Helmet { dlc="Mod_TK97"; author = "Grester"; displayName = "Karzeghistani Helmet"; hiddenSelectionsTextures[] = {"tk97\data\kzg_afg_helmet_co.paa"}; }; //HARDCODED CONFIG /*class InventoryItem_Base_F; class ItemCore; class HeadgearItem{ class ItemInfo; }; class TK97_KZG_Helmet: ItemCore { scope = 2; dlc="Mod_TK97"; author = "Grester"; displayName = "Karzeghistani Helmet"; descriptionShort="$STR_A3_SP_AL_II"; picture="\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Taki\data\ui\icon_h_tk_helmet_ca.paa"; model="\CUP\Creatures\People\Military\CUP_Creatures_People_Military_SLA\CUP_SLA_Helmet.p3d"; hiddenSelections[]={"camo"}; hiddenSelectionsTextures[] = {"tk97\data\kzg_afg_helmet_co.paa"}; class ItemInfo: HeadgearItem { mass=10; uniformModel="\CUP\Creatures\People\Military\CUP_Creatures_People_Military_SLA\CUP_SLA_Helmet.p3d"; allowedSlots[]={801,901,701,605}; modelSides[]={0,3}; armor=5; passThrough=0.5; hiddenSelections[]={"camo"}; hiddenSelectionsTextures[] = {"tk97\data\kzg_afg_helmet_co.paa"}; class HitpointsProtectionInfo { class Head { hitpointName="HitHead"; armor=6; passThrough=0.5; }; }; }; };*/ }; I've successfully retextured Arma 3 vanilla gear before, but I remember I've had trouble in past doing the same for CUP gear even though I've successfully retextured CUP vehicles. I've tried normal inherited config and hardcoded config, neither work. I've inspected another CUP gear retexture mod from the workshop and can't see any difference. I've read ArmA_3_Replacement_Config_Tutorial and Arma_3_Characters_And_Gear_Encoding_Guide for any hints. I've watched old youtube tutorials. Arma gives no errors on the logs. Not even MikeroTools's PBOProject gives any error and successfully builds the PBO. I'm even considering it might not be a problem with config/mod itself, as the object always finds a way to load the original texture, even when hardcoded as a separate object. So I've run out of ideas on what could actually be the problem.
  2. Do you have "Arma 3 Tools" installed? In your steam library, you can find it in the "Tools" category. Once you install that, you'll be able to open RVMATs with proper software ("Material Editor") and easily edit it. Once you open another RVMAT with the program you'll see how straightforward things are and should be easy to mimic.
  3. RVMATs although theoretically complex they are not that hard to adapt to your needs. Basically, you just have to define how shiny or reflective something is. First you need to create a normal map texture so that the game knows how to reflect the light on the object. You can improvise a height map from your textures - an easy but not precise way to do that is to turn your textures into black and white - you can then convert it to a normal map. After that, a good way to find out, what values you're looking for to define your object, is to examine RVMATs from existing objects. If you're looking for something matte (not shiny), check out a vehicle. If you're looking for something shiny look for a metallic object (a weapon or something else). The whole process involves a lot of trial and error. Checking in-game how it looks and refine. From optimizing the normal map texture, to changing the values in the RVMAT,
  4. VPHUD 1.3 has been released! What's new in v1.3? Added translations support. (Read this issue if you're interested in translating.) Heavy project restructuring and refactoring to make it easier to contribute to GitHub. WARNING: Mod settings will be reset because of this. Sorry for the inconvenience. Improved from v1.2 modelToWorld call changed to modelToWorldVisual to improve performance (Suggested by "cineafx" on Steam Workshop) Gauges no longer appear on parachutes (Vanilla and CUP) Direct download
  5. Right now you can already choose to only use crosshair if you so desire. But yes, I intend to add more crosshair styles and better settings.
  6. Hello mod players, sorry it's been a while. (Some of you have commented on the workshop page and I've always replied although not with the best news.) However right now I just want to let you know, that next weekend I'll be releasing a minor update (v1.2.1) that will fix a parachutes suggestion posted on steam workshop. After that I intend on resuming work on the mod, working on the planned improvements, first of all a user suggestion for a throttle indicator for those using analog throttle. I'm also setting up the project on GitHub for people to contribute, if they so desire. See you soon.
  7. In this current version you can already select to only use crosshair. As for crosshair customsation I do want to expand such functionalities for next version.
  8. Users Survey Dear subscribers and users of VPHUD, I'd like to get a better idea what kind of players use VPHUD and thus what features I should give more priority. If you could spare a few seconds to vote on this poll I'd be much appreciated. Thank you.
  9. VPHUD 1.2 has been released! What's new in v1.2? Savable user options: Your VPHUD settings will now be saved between game sessions. Crosshair only: If you don't care about the gauges you can select to simply show the crosshair and nothing else. Jets DLC filtering added: Filter list updated to Jets DLC standards. (If I missed any or filtered one by acident, let me know.) Improved from v1.1 Crosshair style: Due to a issue when zooming in, the crosshair would offset from the aim point, a different crosshair style was implemented. This new V-Shaped crosshair style, allows the player to always aim roughly accurate at all times. When NOT zoomed in the player aims with the V's top (default view), when zooming in the player aims with the bottom end of the V (right click zoom).
  10. Incase someone stumbles upon this topic in the future, here's how you do it: https://community.bistudio.com/wiki/profileNamespace https://community.bistudio.com/wiki/saveProfileNamespace
  11. I'm already planning on doing a HUD version that resembles the real green translucid HUDs so I guess that could be a feature I could try implement. Though it be could be something that potentially would take a while to implement as perhaps I'd need to do individual settings for each ordenance if Arma does differ such physical particularities between ammo types. PS: Regarding the 3rd Person compatibility, I'm not sure if the crosshair works as intended on third person, but theoretically it should.
  12. As far as I know yes, that shouldn't be a problem. Never thought of that, usefull indeed.
  13. VPHUD 1.1 has been released! What's new in v1.1? Options Menu: Scroll ingame to see "VPHUD Options" option to open such menu. Resizable/Repositionable Gauges: Using the VPHUD Options menu you'll be able to increase or decrease size of VPHUD and adjust the spacing between gauges. Toggeable Virtual Crosshair: Using the VPHUD Options menu you'll be able to activate a virtual crosshair to aid aiming. The crosshair color and transparency can also be adjusted. Imperial System added: Using the VPHUD Options menu you'll be able to change between the default Metric System and Imperial System of units. Forceable VPHUD: Using the VPHUD Options menu you'll be able to force VPHUD to (not) show up, even if that aircraft has been filtered to (not) use VPHUD by default. RHS and CUP vehicles filtering added: RHS and CUP vehicles will now be filtered if they have native HUD or not. (If I missed any or filtered one by acident, let me know.) Fixed from v1.0 VPHUD not showing up if player started mission already inside an aircraft. (Undetected bug before release.)
  14. @kimi_uy what do you think about this Imperial System?
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