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chaseh27

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Everything posted by chaseh27

  1. chaseh27

    Ships in full gam?

    Where is that from? ---------- Post added at 07:34 ---------- Previous post was at 07:31 ---------- Oh cool, but do you know if there will be some in the full game without mods?
  2. chaseh27

    How To Equip A Retexture

    I still get the same texture path error. I can't figure out what is wrong with the path though.
  3. chaseh27

    How To Equip A Retexture

    I'll try that when I get home, thanks.
  4. chaseh27

    How To Equip A Retexture

    Well, when i create the .pbo using elitness, the folder still remains. Should I not be using elitness? I just opened the .pbo using elitness and everything is in there. It includes the whole path though(ch27_mod>program files (x86)>steam>steamapps>common>arma3>@idf>addons>ch27_mod>data). D need to delete the whole file that the .pbo was created from?
  5. chaseh27

    How To Equip A Retexture

    Oh, ok. So just to make sure the pbo is outside the ch27_mod folder? Well, I still can't get it to work. I've looked through my config for errors in the path but cant find any. Maybe you can. enum { 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 ch27_A3_IDF_F_BLUFOR { units[] = {"ch27_B_Soldier_GL_F"}; weapons[] = {"ch27_V_PlateCarrierGL_rgr"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class ch27_IDF { displayName = "IDF"; priority = 3; side = 1; }; }; class CfgVehicles { class B_Soldier_GL_F; class ch27_B_Soldier_GL_F : B_Soldier_GL_F { faction = "ch27_IDF"; displayName = "Grenadier"; linkedItems[] = {"ch27_V_PlateCarrierGL_rgr", "H_HelmetB_paint", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ch27_V_PlateCarrierGL_rgr", "H_HelmetB_paint", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class ItemCore; class ItemInfo; class Vest_Base; class VestItem; class ch27_V_PlateCarrierGL_rgr: Vest_Base { scope = 2; displayName = "Carrier GL Rig (IDF)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\ch27_mod\data\idf01_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; containerClass = "Supply150"; mass = 60; armor = "5*0.6"; passThrough = 0.75; hiddenSelections[] = {"camo"}; }; }; }; File paths http://s1315.photobucket.com/user/chaseh27/media/path_zps867bb721.jpg.html?sort=3&o=0
  6. chaseh27

    How To Equip A Retexture

    Yep, .pbo is in the addons folder and the data folder is next with the config.cpp and texture file. So when i make a new pbo, it includes all folders that follow it right? Here is a picture of my file path. On the left is where the pbo is and on the right is the data folder where the config and .paa are. http://s1315.photobucket.com/user/chaseh27/media/path_zps5da0d518.jpg.html?sort=3&o=0 Also, I remember reading somewhere that the retexture has to be a specific size for it to work but I can't find where i read this. Do you guys think that this could be affecting it?
  7. chaseh27

    How To Equip A Retexture

    My pbo is actually named mod. You said to put my tags in front of the pbo, so the path would be "\ch27_mod\data\IDF01_co.paa"?
  8. chaseh27

    How To Equip A Retexture

    I did have .pbo in my .paa path but i deleted it. ---------- Post added at 02:08 PM ---------- Previous post was at 02:02 PM ---------- enum { 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 ch27_A3_IDF_F_BLUFOR { units[] = {"ch27_B_Soldier_GL_F"}; weapons[] = {"ch27_V_PlateCarrierGL_rgr"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class ch27_IDF { displayName = "IDF"; priority = 3; side = 1; }; }; class CfgVehicles { class B_Soldier_GL_F; class ch27_B_Soldier_GL_F : B_Soldier_GL_F { faction = "ch27_IDF"; displayName = "Grenadier"; linkedItems[] = {"ch27_V_PlateCarrierGL_rgr", "H_HelmetB_paint", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ch27_V_PlateCarrierGL_rgr", "H_HelmetB_paint", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class ItemCore; class ItemInfo; class Vest_Base; class VestItem; class ch27_V_PlateCarrierGL_rgr: Vest_Base { scope = 2; displayName = "Carrier GL Rig (IDF)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\mod\data\IDF01_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; containerClass = "Supply150"; mass = 60; armor = "5*0.6"; passThrough = 0.75; hiddenSelections[] = {"camo"}; }; }; };
  9. chaseh27

    How To Equip A Retexture

    With the tag, all I have to do is insert something like ch27 into the correct spots? Thanks surpher for making that config. Ok, after using surpher's config and putting in a key, i got an error loading up the IDF unit. Screenshot: http://s1315.photobucket.com/user/chaseh27/media/2013-05-04_00001_zpsda980e05.jpg.html Can I just make my own tag or do I need to download it from that site?
  10. chaseh27

    How To Equip A Retexture

    Ok so I've edited my config. the .paa is called IDF01_CO.paa. Does this picture of the edited part of my config look good so far? Also, how do I put this specific vest texture onto a unit? If I wanted to make a unit called IDF Rifleman, what would I edit in the config.cpp to apply this texture to it? Picture of config link: http://s1315.photobucket.com/user/chaseh27/media/Capture_zpsee7fa94e.jpg.html?sort=3&o=0
  11. chaseh27

    How To Equip A Retexture

    Oh, I didn't realize that. Thanks ---------- Post added 05-04-2013 at 12:10 AM ---------- Previous post was 05-03-2013 at 11:58 PM ---------- I can't find an option to covert back to .cpp in Elitness.
  12. chaseh27

    How To Equip A Retexture

    Ok, so I'm at my computer now. How do I actually create the config.cpp or find it?
  13. chaseh27

    How To Equip A Retexture

    Thanks a lot guys. I'll try it out later today.
  14. chaseh27

    How To Equip A Retexture

    Thanks, ill try it out when I get home.(posting this from my phone) ---------- Post added at 17:36 ---------- Previous post was at 17:32 ---------- So after I make my .cpp, i pack that into my ad dons.pbo along with my .paa texture and I leave the .bin completely out of the whole thing?
  15. chaseh27

    How To Equip A Retexture

    So how do I edit it if I can't convert it back to.cpp.
  16. chaseh27

    How To Equip A Retexture

    I used elitness to unpack the characters_f.pbo and the config.bin is in there but no.cpp. ---------- Post added at 16:29 ---------- Previous post was at 16:24 ---------- And thanks Messiah for the texture naming link. I was trying to find that before.
  17. chaseh27

    How To Equip A Retexture

    I did make a pbo file with the .paa in it but instead of config.cpp I have a .bin. How do I make a .cpp?
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