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VXR

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Posts posted by VXR


  1. I have and am working on it. I got the model here: https://www.dropbox.com/s/iueb7dcidqk4scc/hk416.p3d

    ---------- Post added at 01:14 ---------- Previous post was at 00:43 ----------

    Yes I say stupid things a lot, but that is no reason to give up on things.

    Just install the new tools and go to your Steam folder.

    Steam\SteamApps\common\Arma 3 Tools\Samples_F\Test_Weapon_01

    Check it out how it's done in that folder and check if it works.

    As for Rvmat etc. look how thats done on the Bi wiki in the Arma 2 area.


  2. Does anybody know where I can find .PAA files for the textures of all the vehicles in the game? I don't know the first thing about Oxygen 2, and I'm hoping they're in a separate file somewhere? Does anybody know if I can download them anywhere? Would love to get some templates for the new tanks. Just so as I can see the layout of the textures and make my own.

    All data for models etc. are packed in the .pbo files you can find in your arma directory.

    There are loads of pbo tools to be found on the internet to unpack them. Once you have the pbo files open you can find tutorials how to retexture on youtube.


  3. Haha, :D some will have Helmets but you see like in Afghanistan Dutch Units use NLD Caps ;) so maybe ill include them

    They only got them on when there is no threat, even NL SF put on their helmet where there is possible enemy in the area, so I would not make it a standard for most of them. ;)


  4. So operator that it jumped out of my screen, grew a beard and ate kevlar.

    Awesome, keep it up!

    PS: Will you do scopes/sights/optics for it, too?

    Completed Accessories/Variants

    M203 + Heatshield

    Masterkey

    Suppressor

    Collapsible Stock

    Dissipator Barrel

    See first post as quoted above.


  5. Aha .... thank you for the reply :)

    I can't wait ! :D

    ---------- Post added at 20:18 ---------- Previous post was at 20:05 ----------

    Space (on the picture) is too small for the driver ... not ? :raisebrow:

    A higher detail blueprint is in hands of Astast, along with a few photos of the cabin in detail.

    So I assume it will be made as it shows on those and the screenshot is pre receiving the photos.


  6. Fast Update

    Yes! Project is still in Progress i was to mutch unactive but Beta is coming out soon! and i will release my units soon! of cource! but i have more future Plans!

    - Requested Canadian Armed Forces Weapons C7A1 w/C79 Elcan, C7A1 M203 w/C79 Elcan, C9A2 LMG w/C79 Elcan C6 GPMG (I will rename it of cource to Dutch Weapons) and Texture it of cource but this Permission is granted so im happy! thank you! Ohally

    - Future Plans : ARMA 3 Strider ( Fennek ) Texturing to Dutch version and rename it to Fennek !

    - Future Plans : Using New Units with MICH Helmet

    Got the Fennek covered, reskinned the "hidden" green texture to a dutch one already. ;)

    Awaiting texture replacement beeing activated on those models, I believe you cant use a replacement texture on those yet.

    As hexediting for reskin is not allowed we have to wait.


  7. thx, I'm always interested in new camo patterns and how they perform. Seems like the Dutch soldiers will be quite invisible in the future :D (although the "old" DPM wasn't bad, just a tad dark at times, like most of the "older" camo patterns).

    And it also seems to me that equipment will be relatively well cross-compatible (although that is not desired, it does happen that soldiers have to wear mixed woodland stuff and desert gear), because the tan variant became a good deal darker than the early prototype. Might also turn out to be great in central european deciduous forests and/or in autumn, wouldn't be surprised to see a bunch of airsofters, hunters and other people jumping through the woods in that stuff.

    True, I think in the first 2 years when its beeing distributed it will be hard to get it for a nice price.

    They are receiving a order of 30000 I believe and then add up later. (Fighters first)


  8. Alright so i worked out that config you linked here is my code I think the game is reading the config now but i cant launch arma now its stating that my nl_retex\config.ccp, line 75: .cfgpatches:Member already defined.

    Here is my config:

    enum {

    // = 2, // Error parsing: Empty enum name

    DESTRUCTENGINE = 2,

    DESTRUCTDEFAULT = 6,

    DESTRUCTWRECK = 7,

    DESTRUCTTREE = 3,

    DESTRUCTTENT = 4,

    STABILIZEDINAXISX = 1,

    STABILIZEDINAXESXYZ = 4,

    STABILIZEDINAXISY = 2,

    STABILIZEDINAXESBOTH = 3,

    DESTRUCTNO = 0,

    STABILIZEDINAXESNONE = 0,

    DESTRUCTMAN = 5,

    DESTRUCTBUILDING = 1,

    };

    class CfgPatches {

    class example_vest_config {

    units[] = {};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {"A3_Characters_F_BLUFOR"};

    };

    };

    class cfgWeapons {

    class Vest_Base;

    class VestItem;

    class example_PlateCarrier1_rgr : Vest_Base {

    scope = 2;

    displayName = "NL platecarrier";

    picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";

    model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"nl_retex\md\data\vests\vests_co_1.paa"};

    class ItemInfo : VestItem {

    uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";

    containerClass = "Supply100";

    mass = 50;

    armor = 5*0.5;

    passThrough = 0.7;

    hiddenSelections[] = {"camo"};

    };

    };

    };

    enum {

    // = 2, // Error parsing: Empty enum name

    DESTRUCTENGINE = 2,

    DESTRUCTDEFAULT = 6,

    DESTRUCTWRECK = 7,

    DESTRUCTTREE = 3,

    DESTRUCTTENT = 4,

    STABILIZEDINAXISX = 1,

    STABILIZEDINAXESXYZ = 4,

    STABILIZEDINAXISY = 2,

    STABILIZEDINAXESBOTH = 3,

    DESTRUCTNO = 0,

    STABILIZEDINAXESNONE = 0,

    DESTRUCTMAN = 5,

    DESTRUCTBUILDING = 1,

    };

    class CfgPatches {

    class example_helmet_config {

    units[] = {};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {"A3_Characters_F_BLUFOR"};

    };

    };

    class cfgWeapons {

    class ItemCore;

    class HeadgearItem;

    class example_HelmetB : ItemCore {

    scope = 2;

    weaponPoolAvailable = 1;

    displayName = "NL Helmet";

    picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";

    model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"nl_retex\md\data\equip\equip_co_01.paa"};

    class ItemInfo : HeadgearItem {

    mass = 100;

    uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

    modelSides[] = {3, 1};

    armor = 3*0.5;

    passThrough = 0.8;

    hiddenSelections[] = {"camo"};

    };

    };

    };

    enum {

    // = 2, // Error parsing: Empty enum name

    DESTRUCTENGINE = 2,

    DESTRUCTDEFAULT = 6,

    DESTRUCTWRECK = 7,

    DESTRUCTTREE = 3,

    DESTRUCTTENT = 4,

    STABILIZEDINAXISX = 1,

    STABILIZEDINAXESXYZ = 4,

    STABILIZEDINAXISY = 2,

    STABILIZEDINAXESBOTH = 3,

    DESTRUCTNO = 0,

    STABILIZEDINAXESNONE = 0,

    DESTRUCTMAN = 5,

    DESTRUCTBUILDING = 1,

    };

    class CfgPatches {

    class example_uniform_config {

    units[] = {};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {"A3_Characters_F_BLUFOR"};

    };

    };

    class CfgVehicles {

    class B_Soldier_base_F;

    class Example_Soldier_F : B_Soldier_base_F {

    _generalMacro = "B_Soldier_F";

    scope = 2;

    displayName = "NL Soldier 1";

    nakedUniform = "U_BasicBody";

    uniformClass = "Example_CombatUniform_mcam";

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"nl_retex\md\data\ui\bw_co_01.paa"};

    };

    };

    class cfgWeapons {

    class Uniform_Base;

    class UniformItem;

    class Example_CombatUniform_mcam : Uniform_Base {

    scope = 2;

    displayName = "Example Mcam uniform";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "-";

    uniformClass = "Example_Soldier_F";

    containerClass = "Supply20";

    mass = 80;

    };

    };

    };

    enum {

    // = 2, // Error parsing: Empty enum name

    DESTRUCTENGINE = 2,

    DESTRUCTDEFAULT = 6,

    DESTRUCTWRECK = 7,

    DESTRUCTTREE = 3,

    DESTRUCTTENT = 4,

    STABILIZEDINAXISX = 1,

    STABILIZEDINAXESXYZ = 4,

    STABILIZEDINAXISY = 2,

    STABILIZEDINAXESBOTH = 3,

    DESTRUCTNO = 0,

    STABILIZEDINAXESNONE = 0,

    DESTRUCTMAN = 5,

    DESTRUCTBUILDING = 1,

    };

    class CfgPatches {

    class example_uniform_config {

    units[] = {};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {"A3_Characters_F_BLUFOR"};

    };

    };

    class CfgVehicles {

    class B_Soldier_base_F;

    class Example_Soldier_F : B_Soldier_base_F {

    _generalMacro = "B_Soldier_F";

    scope = 2;

    displayName = "NL Soldier 2";

    nakedUniform = "U_BasicBody";

    uniformClass = "Example_CombatUniform_mcam";

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"nl_retex\md\data\ui\bw_co_02.paa"};

    };

    };

    class cfgWeapons {

    class Uniform_Base;

    class UniformItem;

    class Example_CombatUniform_mcam : Uniform_Base {

    scope = 2;

    displayName = "Example Mcam uniform";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "-";

    uniformClass = "Example_Soldier_F";

    containerClass = "Supply20";

    mass = 80;

    };

    };

    };

    It looks like you made a config for every gearitem or uniform used and pasted them into one config.

    The error states you already defined the CfgPatcher because its already defined (three times).

    As is always the problem with recreating real world patterns in Arma, you will have to adjust brightness and saturation quite drastically. Don't mind if in Photoshop the texture will then look rather dull and dark, but in game it will then blend into the game world as well as the real world uniform does in the real world. The default textures by BIS also tend to be a bit off, in most cases too bright, so don't use them as reference.

    Also mind to never use just one photo for reference, because you need different lighting conditions and differently washed variants to feel how it works, and the camera will always manipulate the colors in some way, so you also have to look at the environment in the photo. Look, these are supposed to be the same pattern:

    http://www.boekje-pienter.nl/images/camouflage-nieuw.jpg (weird lighting, because it is in full shadow, but overexposed)

    http://www.militaryphotos.net/forums/attachment.php?attachmentid=160335&d=1311542968

    http://www.militaryphotos.net/forums/attachment.php?attachmentid=160336&d=1311542969

    http://www.militaryphotos.net/forums/attachment.php?attachmentid=160337&d=1311542970

    and here another one, with both NFP-Green and also NFP-Tan:

    http://i52.tinypic.com/2rfpi02.jpg

    http://oi53.tinypic.com/2hf2cy1.jpg

    As you see, the "Green" variant is certainly lighter than e.g. German 5-color Flecktarn, but a bit darker still than Multicam, and not at all so yellowish as MC, but colder. The Tan variant is even lighter than 3-color DCU and its tone is also a bit colder compared to the DCU. Because it is a new pattern, we cannot rule out some small deliberate color tweaks between above photo sets, but if so, they are smaller than the usual printing and washing differences.

    Nonex has received textures that have the camouflage applied, the camouflage on those textures have been made with digital camouflage file (pdf) from the TNO Research results.

    The camouflage shown on the last two links are outdated and were testing examples of the camouflage during research. The Tan version on that photos looks quite different now.

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