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Amit

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Everything posted by Amit

  1. UH-80 Ghosthawk Retextured (WIP) Russian-style Pattern Hex Pattern Crystal Pattern For such a sexy looking helicopter, I'm very surprised to see that people have almost skipped over the Ghosthawk completely and even the other choppers as well! I had a few ideas for what might look good as replacement textures for the Ghosthawk so I went ahead and learned how to get them imported into the game. They are added as new vehicles for BluFor. What I have come up with are the following schemes: Current Patterns: Russian-style Camo Hex Pattern (Foliage/Green) (Cancelled) Hex Pattern (Maritime) Hex Pattern (Urban) Crystal Pattern (Foliage/Green) Crystal Pattern (Maritime) Crystal Pattern (Urban) You may click on each pattern to see the full image album. Patterns tested, but not shown: A-ATACS Arid/Urban (AU) A-ATACS Arid/Urban (AU) Green A-ATACS Foliage/Green (FG) A-ATACS Law Enforcement (LE) Future Plans: optimize current textures add additional camo schemes add current and future schemes to other vehicles (KA-60, A/MH-9, etc.) finalize names for use in the editor Armaholic Thread
  2. NOTE: This guide will be updated to use the Arma 3 Tools once all relevant tools are released. I've seen various guides on different stages of the texturing process, but I have not yet seen a single complete guide with all the steps laid out from start to finish with zero shortcuts taken. I've gotten a few requests for information on how I did my retextures, so I wrote this guide to allow complete novices to be able to get in on basic texturing. Using these exact methods, you’ll be able to achieve what you see in my Ghosthawk thread. Set aside 2-4 hours to do this the first time because it takes time to get the hang of it. Credits Before I begin I want to credit the people who made this possible: Bohemia Interactive for providing their proprietary tools to assist us. Stiltman for his texture configuration guide Surpher for his automated Photoshop script for converting normal maps to height and occlusion maps Surpher again for his dedication to helping people who have issues with their configs, etc. Topas for his BLUFOR Infantry template Saul for his BLUFOR, OPFOR, and INDEP infantry height, cavity, and occlusion map templates Right from the start you'll need Bohemia Interactive's official mod tools (40mB). Install everything included there even if you don't think you'll be using certain tools. Texturing is often the gateway to more advanced mod creation and while you may not think you'll get into that now, something might change your mind later and you'll be glad to already have the tools installed. Note: The Arma2Work folder will be put in a virtual hard drive called P:\ in My Computer. It is essential to almost all modding that you have this available. I'll outline my actions briefly and then run through the procedure from start to finish unlike most other guides. Don't worry if you don't understand the terms in the following list, it'll be explained after. Also, to prevent readers from being overwhelmed by the amount of information, I have put each section in spoilers so they can open them as needed. Actions 1. Create new blank mission in Arma 3. 2. Install BI Tools, Eliteness, the DePBO.Dll, and PAA plug-in for image editor. 3. Use Eliteness to extract files from the pbo of choice. 4. Access the texture file that you want and open it in your image editor of choice. 5. Import a downloaded texture or custom texture and use overlaying techniques to fit it over the original skin. 6. Export the final texture design as a TGA file, open it in TexView2, and save it as a PAA file. 7. Test that the texture actually works by placing the item in the editor and using setObjectTexture script command. 8. Copy the textures to my addon build folder and edit the config to allow it to be available in the editor. 9. Use BinPBO to pack the data into a pbo file. That pbo will get installed like any mod you download from online. Preparation Texture Editing In-game Texture Test Configuration Creation PBO (addon binarization) I hope you have learned enough to get started on your own mods. If there are any questions, you may definitely post them in this thread. I expect there may be questions about the configuration, so post those here as well and I will contact Stiltman to guide us together on that topic. Enjoy!
  3. The last time an update was shown was April, which was last month. I hardly think it's reasonable to ask if the mod is dead when progress was shown just a little over a month ago. A year, maybe, but certainly not under 90 days. Ease up. According to both the forum guidelines page and the forum rules thread, it is not against the forum rules to ask for updates. Why would it be against the rules to ask a question as simple as that? I see people do it all the time and they aren't met with such responses. I've done it myself plenty of times over the years and never been told that I was wrong for asking. Of course, Bourgeois was not respectful in the way in which they asked for the update.
  4. Some talented people making really good videos and previews!
  5. *snip* Forum glitched and double posted.
  6. I fresh installed all CUP components on my server last night along with the compatibility mods for ACE, yet I'm getting this error, which is preventing the server from starting: 18:05:23 Warning Message: Addon 'CUP_Vehicles_ACE_compat' requires addon 'CUP_TrackedVehicles_Bradley' I've confirmed that all of the files are present and accounted for, yet this error is being thrown. Why might this happen? EDIT: Turns out by installing it from the online control panel, it added underscores to the mods and my previous command line set up didn't have underscores in the mod folder names. Simple fix.
  7. It's for dropping paratroopers in a line out the back of aircraft. Think of the U.S. Airborne invasion of Normandy from WWII. This is what it looks like:
  8. Amit

    rvmat

    You can find it here: https://dev.withsix.com/projects/mikero-pbodll/files The ones you need are the DeOgg and DePBO installers.
  9. Amit

    rvmat

    You can find the relevant installers for the dll files on Mikero's devheaven page. It's still up and available Sent from my iPhone using Tapatalk
  10. A friend of mine is having trouble with transmitting on the radios. His PTT key for TeamSpeak works fine for the normal in-game voice chat, but when he holds down CAPSLOCK, his voice will not transmit. The indicator will show up in the bottom right for him and make the squelch on/off, but his voice will not transmit to the rest of us. The only way for it to transmit is for him to use voice activation detection. But he plays in a noisy environment, so that's not an option. Another way it works is when he uses the option to set voice activation detection while he holds down his TeamSpeak PTT key at the same time as CAPSLOCK. It's a workaround, but an uncomfortable and annoying one. Is there a way to fix the requirement of using voice activation detection for him?
  11. Could you not just add labels for each? The original set are already for TFAR so just put "TFAR" in brackets for those ones and "ACRE2" in brackets for the ACRE 2 versions. What's more confusing right now is having support for ACRE 2 radio backpacks with no access to them in the arsenal. I've also found that whenever I save a preset in the Arsenal, it's not possible to load it again. Any idea why that might happen? Thanks for your time.
  12. Thanks, that worked. All that needs to be done is to append the backpack radio classes with "_ACRE2". Is there any reason why the backpacks are not available in the Arsenal by default, though?
  13. Any word on the situation with the missing ACRE compatibility files?
  14. If you are talking to El Tyranos, you should PM them instead of posting on this thread. Your e-mail address is now open to everyone who views this thread.
  15. Amit

    Creating Ship in Arma 3

    Looks nice! Good tutorial.
  16. I asked about this in the Iron Front A3 LITE thread, but haven't got a helpful response yet: how do I use ACRE radios with the radio backpacks in IFA3 LITE? I was told that I need to use the optional ACRE compatibility file, but there is no such file to speak of included in IFA3's download. Anyone know where this file is located?
  17. Sorry for my ignorance, but where would I find that file? In the main mod folder for IFA3 Lite on the Workshop, these are the only optional pbo files I see:
  18. Recently, my ACRE 2 has stopped making the beep/chirp when I press Capslock to send a message. I don't have outdated ACRE plugins and b64 files are allowed on the server. Anyone know what's up?
  19. How would I go about using the backpack radios with the current version of ACRE 2? When I click on them in the arsenal, they can't fit the radios, but they can fit various other random items (e.g. ACE medical items).
  20. Yeah, I've just noticed today that google drive download links won't open in Chrome for me. They were working fine yesterday. I fired up FireFox and that worked fine. I noticed a bunch of wonky things with Facebook yesterday, too. What the hell is Google doing to Chrome?!
  21. Of course! However, I must really apologize for promising release an updated guide for Arma 3 tools and not doing it. I really cannot say when I would be able to finish it. I have been chipping away at it here and there over the months, but constant distractions get in the way of fully finishing it. Twice already since the end of 2014 I've rewrote significant portions of the guide due to changes in the tools themselves, though ;)
  22. I have used the author's test mission to play back his sample data to make sure it works and it works great. The problem is that when I record my own data and replace the original with mine, the AI does nothing. Anyone have any idea what's going wrong? EDIT: The problem was that the instructions did not say to add semi colons to the end of the data set after copying and pasting it. After adding them, the character moved as expected.
  23. Damn, I was hoping that this would be fixed by now. I have a machinima I need to make and GCam was recommended by Dslyecxi, so I wanted to use that. Guess I'm out of luck if I want to use most popular mods? :(
  24. Yeah, you cannot use jpegs with arma except for a custom face. These textures need to be converted to PAAs. You can save them as either TGA or PNG (I prefer TGA) from your image editing program and then open that with TexView 2 and go to File > Save As and the default format is PAA, but you should remove the existing file extension from the end of the name or you'll end up with something like "yellow.tga.paa".
  25. I jizzed. Saw John Spartan's name on the list. Jizzed harder.
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