elminster1000
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Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Yesterday I found an interesting mod that include custom heads and arms with tattoos and I want to include that function to my mod but I don´t know how to include it, when I add the faces's config in my mod, the units of sp_pack stay in the editor (I don't copy any unit of that mod, only the faces' config so it's strange...),there are some new head at profile window but the tattoos don't work. This is the mod: http://www.armaholic.com/page.php?id=24099 And this is the config for the faces: class CfgPatches { class Faces { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class CfgFaces { class Default; class Man_A3: Default { class Design1: Default { name = "Design1"; displayname = "Design1"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design1.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design1.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design2: Default { name = "Design2"; displayname = "Design2"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design2.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design2.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design3: Default { name = "Design3"; displayname = "Design3"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design3.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design3.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design4: Default { name = "Design4"; displayname = "Design4"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design4.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design4.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design5: Default { name = "Design5"; displayname = "Design5"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design5.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design5.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design6: Default { name = "Design6"; displayname = "Design6"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design6.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design6.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design7: Default { name = "Design7"; displayname = "Design7"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design7.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design7.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design8: Default { name = "Design8"; displayname = "Design8"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design8.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design8.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design9: Default { name = "Design9"; displayname = "Design9"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design9.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design9.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; }; }; And this is the config of my mod: 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 elminster1000_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class elminster1000_Soldier_F_01 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Bosque"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiset.paa"}; linkedItems[] = {"elminster1000_PlateCarrier1", "elminster1000_HelmetA", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier1", "elminster1000_HelmetA", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class elminster1000_Soldier_F_02 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Negro"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Ropaneg.paa"}; linkedItems[] = {"elminster1000_PlateCarrier2", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier2", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class elminster1000_Soldier_F_03 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Marron"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_03"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiseti.paa"}; linkedItems[] = {"elminster1000_PlateCarrier3", "elminster1000_HelmetC", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier3", "elminster1000_HelmetC", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class elminster1000_CombatUniform_mcam_01 : Uniform_Base { scope = 2; displayName = "Uniforme Bosque"; 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 = "elminster1000_Soldier_F_01"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class elminster1000_CombatUniform_mcam_02 : Uniform_Base { scope = 2; displayName = "Uniforme Noche"; picture = "\Unif\data\IconoRop.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "elminster1000_Soldier_F_02"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class elminster1000_CombatUniform_mcam_03 : Uniform_Base { scope = 2; displayName = "Uniforme Marron"; 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 = "elminster1000_Soldier_F_03"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class elminster1000_HelmetA : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Casco Bosque"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Casc.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"}; }; }; class elminster1000_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Casco Noche"; picture = "\Unif\data\IconoCasc.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Cascon.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"}; }; }; class elminster1000_HelmetC : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Casco Marron"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\ONU.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"}; }; }; class Vest_Camo_Base; class VestItem; class elminster1000_PlateCarrier1 : Vest_Camo_Base { scope = 2; displayName = "Chaleco Bosque"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Chalec.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"}; }; }; class elminster1000_PlateCarrier2 : Vest_Camo_Base { scope = 2; displayName = "Chaleco Noche"; picture = "\Unif\data\IconoChalec.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Chalecon.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"}; }; }; class elminster1000_PlateCarrier3 : Vest_Camo_Base { scope = 2; displayName = "Chaleco Marron"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\ChalecoVerd.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"}; }; }; }; -
Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
And the last question how I can change the icons on the map? And thank you in advance! -
Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Thank you again!! -
Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
The images in the inventory -
Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Thank you surpher! Another question, what size do the icons have? I tried 16*16px, 32*32px and 64*64px but it didn't work -
Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
I want to add three uniforms to my mod but when I use the editor there's only one, could anyone help me with the code? How I can add other uniforms? This is the mod with only one uniform: 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_retexture_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 = "Uniforme Bosque"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiset.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; 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; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Casc.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"}; }; }; class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Example 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[] = {"Unif\data\Chalec.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"}; }; }; }; -
Ive been trying to make an AI play many animations, "Acts_NATOCommanderArrival_Commander_1","Acts_NATOCommanderArrival_Commander_2","Acts_NATOCommanderArrival_Commander_3"......"Acts_NATOCommanderArrival_Commander_9" but it only play the first animation and it doesn't play first animation then second and third.... could anyone help me with this?
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@A3MP - ArmA 3 Map Pack
elminster1000 replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've enabled the mod @A3MP on my server and copied the key but when I try to connect to the server, select a unit and try to load the mission but it never load the mission it stay in the load screen so I can't connect. Does anyone know why is this happening and how to fix this issue? -
Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Thank you!!! -
Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
I've this problem, I don't know how to fix it and it's strange because it worked some time ago. 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_retexture_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"; //unsure what this does scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"boe\data\dddd.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; 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"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"boe\data\Casc.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"}; }; }; class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Example 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[] = {"boe\data\chal.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"}; }; }; }; -
Is it possible to add mods/addons to a mission?
elminster1000 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I mean include a mod/addon in a mission for Arma III so other players don't need to download the mod/addon and activate it because the mission auto-enable it. I want to add a mod with new units create by me so could it be possible? -
PSD Templates for NATO Soldiers
elminster1000 replied to saul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thank you very much it worked :D -
PSD Templates for NATO Soldiers
elminster1000 replied to saul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I have to copy that but in which file? Should I create or modify a file? sorry for the inconvenience, it's the first time I try to do this and thank you -
Arma3 Characters Modding Tutorial
elminster1000 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Could anyone give me an example so I could do my own please? I created my own textures and I read all the tutorial but nothing... if I had an example I could replace the pictures... -
PSD Templates for NATO Soldiers
elminster1000 replied to saul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry but after create my own uniform, how I can use it in the game?