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Found 91 results

  1. Hey folks, probably a pretty newbie question. I am trying to retexture the Kamaz Medical Transporter and can't seem to get rid of the Red Crystal symbols all over the truck. They don't seem to belong to any of the hiddenselectiontextures so I thought they maybe get added afterwards. Is there a way to get rid of these in the config.cpp? Thanks for your help. Cheers, Jan
  2. I would like to present my compilation of various improvements for ArmA: CWA made by different authors. It is conceived as a complex universal compilation of works by various authors, which do not introduce drastic changes into the game, but make it more modern and increase the replayability of old missions and campaigns, as well as allowing you to complement other mods. The compilation includes not only long-known releases, but also their improved versions, a selection of game elements from various addons and mods adapted for the base version of the game, as well as rare and some new additions. Among other things, here you can find a large selection of various retextures of standard models of vehicles, weather, roads, effects and other things, Nogova with Berghoff's vegetation, high-quality Kolgujev retexture from Marcomio and, probably, the most interesting - standalone-pack of detailed models from ArmA, replacing their standard counterparts. All these works are collected together, classified, illustrated, adapted to each other and ready for an easy and convenient installation. For this purpose, the assembly is released in three versions: two ready-made (full and optimal) and one that allows you to manually assemble it to your taste and needs (for experienced players and developers). It is recommended to pay attention to the accompanying files - they often contain useful information, as well as not to neglect the video and sound settings - they can significantly affect the final result. I will be glad to feedback, criticism, bug reports, suggestions for expanding the compilation. I have no doubt that I missed some work that could be included in it, and definitely did not notice any bugs, so feedback is welcome. Link for screenshots and download: https://drive.google.com/drive/folders/1O10-c-Kb83sTjWGTVXWFcYmtZa6GTlkM?usp=share_link
  3. I need help retexuring the weapon pylons for the Gryphon from the Jets DLC. I am making the whole underside of the jet a bit darker, and it has worked great. However the pylons doesn't seem to change colour when i use my costom skin, even if it seem like the pylons textures are in the same texturefile as the fuselage of the jet. To make everything clear, The fuselage itself is working correctly, but the pylons holding the missiles aren't changing textures. Does anyone have any experience with retexturing and know why the pylons aren't changing colour? While testing the costom paa files i am using the Extended Debug console to place them on the aircraft.
  4. OK. SO. its been maybe 4 years since i done arma 3 graphic design work. Back when i done it textures were downloadable such as ifrits etc. Im working on doing them again all cars etc but i cant seem to find out what is where all videos seem out dated now adays all downloads are expired and the addons file is non-sense can anyone point me in the right direction please Cheers
  5. Hi, I've been trying to retexture some Contact DLC content, but whenever I reference a model from the DLC in my config file, I get an error mesage saying "Missing File Summary, config.cpp : \A3\Characters_F_Enoch\Vests\V_CarrierRigKBT_01_F.p3d" when creating PBO in Eliteness. I managed to work around that by making my custom vest inherit properties of a DLC vest and changing the hiddenSelections, but it doesn't work if I want to change some of the vest armor values, since I have to reference the base vest model in the ItemInfo class in order for it to work. When I use one of the vanilla models, everything works fine. So, is it a problem of Arma blocking acces to p3d files of the vest, or something else? Can somebody give me a hint on finding some way around this problem? Vest class that results in error: class V_CarrierRigKBT_01_light_Olive_F; class V_VestWea_01_light : V_CarrierRigKBT_01_light_Olive_F { author = "Wifi"; scope = 2; displayName = "WEA Vest"; model = "\A3\Characters_F_Enoch\Vests\V_CarrierRigKBT_01_light_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = { "vumod\data\wea_vest.paa"}; }; CfgPatches: class CfgPatches { class my_config { units[] = { "VU_Unit_base","VU_rifleman","VU_AutomaticRifleman","VU_Grenadier","VU_SquadLeader","VU_ATSpecialist","WEA_Unit_base","WEA_Unit_Rifleman","WEA_Unit_MGGunner","WEA_Unit_SquadLeader","WEA_Unit_Marksman","WEA_Unit_AutomaticRifleman","WEA_Unit_Medic","WEA_Unit_RTO","WEA_Unit_ATSpecialist","WEA_Unit_Rifleman_NLAW","WEA_Unit_Crew","WEA_Unit_Ammobearer_MG","WEA_Unit_Ammobearer_AT","WEA_LAV","WEA_Strider","WEA_Dingo","WEA_Jackal" }; weapons[] ={ "WEA_arifle_standard","WEA_arifle_standard_reflex", "WEA_lmg", "WEA_dmr", "WEA_lmg_light" }; requiredVersion=0.1; requiredAddons[] = { "A3_Characters_F","A3_Characters_F_Enoch","A3_Functions_F","cba_main","ace_main","CUP_AirVehicles_AH6","CUP_AirVehciles_AW159","CUP_AirVehicles_CH47","CUP_AirVehicles_CH53E","CUP_AirVehicles_HC3","CUP_AirVehciles_KA60","CUP_AirVehicles_MH60S","CUP_AirVehicles_Mi8","CUP_AirVehciles_SA330","CUP_AirVehicles_UH1H","CUP_AirVehciles_UH1Y","CUP_AirVehicles_UH60","CUP_WheeledVehicles_MTVR","CUP_WheeledVehicles_T810","CUP_WheeledVehicles_Ural","CUP_WheeledVehicles_V3S","ace_interaction","cup_weapons_acr","cup_weapons_m16","kat_main","tfar_core"}; }; }; Eliteness error message: <adding entries:...> P:\vumod\CfgGroups.hpp :excluded P:\vumod\CfgInsignia.hpp :excluded P:\vumod\CfgMarkers.hpp :excluded P:\vumod\CfgPatches.hpp :excluded config.cpp:compiling... data\empty.paa:loading... data\helmet_camo.paa:loading... data\vu_backpack_light.paa:loading... data\vu_helmet.paa:loading... data\vu_kitbag.paa:loading... data\vuAFInsignia.paa:loading... data\vuAFInsignia_test.paa:loading... data\vuFlag.paa:loading... data\wea_backpack_light.paa:loading... data\wea_carryall.paa:loading... data\wea_helmet.paa:loading... data\wea_soldier_01_clothing_co.paa:loading... data\wea_vest.paa:loading... P:\vumod\factionsCfgs.hpp :excluded P:\vumod\vuAssets\vuEquipment.hpp :excluded P:\vumod\vuAssets\vuGroups.hpp :excluded P:\vumod\vuAssets\vuUnits.hpp :excluded P:\vumod\vuAssets\vuWeapons.hpp :excluded P:\vumod\weaAssets\weaEquipment.hpp :excluded P:\vumod\weaAssets\weaGroups.hpp :excluded P:\vumod\weaAssets\weaUnits.hpp :excluded P:\vumod\weaAssets\weaWeapons.hpp :excluded </end entries> Missing File Summary config.cpp : \A3\Characters_F_Enoch\Vests\V_CarrierRigKBT_01_light_F.p3d missing file(s)
  6. As the title says I'm looking to hire/commission someone to make custom textures for my unit. If interested add me or comment below. This would be for several vehicles, flat black camo with an emblem nothing too complex. Discord: Cheeki Breeki#0001
  7. Hello guys, I'm new to modding and i want to make a new uniform .paa texture (moroccan and algerian camo) based on an other mod .p3d model, can you please explain to me how to do the config file or a template that i would be grateful to use ? Thank you so much.
  8. Hello, I'm currently trying to retexture one of the racing kart helmets from the DLC. This will be implemented into a game for uniforms on a modded server. I cant seem to understand how to import or implement the Visor and visor effect into my config file. Hat.hpp class Spitfire_base : H_RacingHelmet_1_F { author = "Ean Wolfe"; scope = 0; picture = "\@Spitfire\icon.paa"; displayName = "Spitfire Race Helmet base"; }; class Spitfire_Camo : Spitfire_base { scope = 2; displayName = "Spitfire Race Helmet"; hiddenSelectionsTextures[] = {"\@Spitfire\Data\Spitfire_RacingHelmet.paa"}; }; This is what i currently have for the helmet its self. Anyway to add the visor + visor effect?
  9. Hello, my question is about original Arma III models and workshop addons. We are making workshop mods for Steam workshop. I read Arma III model licanse (Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0), it says you can remix and share models. Can i remix original ArmA III models and share on workshop? That is can be violation? Thanks for now 😉
  10. I am currently working on a retexture mod for our group. I am trying to replace the Ghosthawk Crew (which works now) but I am getting the following error: Code for the Ghosthawk reskin is the following: class VLG_UH80_Tropic: VLG_UH80_Base { author="Tolph"; scopeCurator = 2; faction="VLG_Fac_Tropic"; crew="VLG_Heli_Pilot_Tropic"; hiddenSelectionsTextures[]= { "\UH80\Data\UH801Tropic.paa", "\UH80\Data\UH802Tropic.paa" }; class Turrets: Turrets { class CopilotTurret: CopilotTurret{}; class MainTurret:MainTurret { gunnerType="VLG_Heli_Crew_Tropic"; }; class RightDoorGun:RightDoorGun { gunnerType="VLG_Heli_Crew_Tropic"; }; }; I found a thread on the Taru but apparently it worked perfectly fine for them. As I am quite new to modding I don't really know where to look for the error... Any help is appreciated!
  11. Hi, It came to me that the vanilla arma 3 parachute has a color that is way to light to be effectively deployed in stealth PvP missions at night. I was therefore wondering how to create a little retexture mod. I found the vanilla (color) textures to be at the path Addons\air_f_beta\Parachute_01\Data\ Parachute_01_CO and Parachute_01_OPFOR_CO. They are however obviously related to the parachute object itself. As a complete newbie of the technical aspects of arma, could you please give me any suggestions on what to do (and how to do it XD)? Thank you all in advance.
  12. So, I'm looking for a some help with a mod idea I've wanted to do for a long while now. So a while ago, I made an admittedly pretty crappy orbat composition mod for the One Year War factions from Mobile Suit Gundam. It’s up on the workshop if you want to find it, it's here: https://steamcommunity.com/sharedfiles/filedetails/?id=2382628806 Anyways, since then, I’ve been wanting to make it more then what it is. Like, with actual uniforms and gear (retextured GM assets are the goal). Unfortunately, despite my best attempts, I have made no progress on my own. I have zero skill in actual modding. So I come here to see if there’s anybody who would be willing to help. I know this is probably pretty lame to be asking for help like this, but I couldn’t think of any other way to find help. And after my attempts to learn how to mod, I don’t want to risk anymore of my hair line. I'm not going to out right offer to pay you, as my monetary situation is pretty shaky, but I might be able to throw something your way for your help. You can contect me in the replies or on Discord at Flying_Lorgar#6605 or email me at ackermancormac@gmail.com
  13. Introduction 2035. As a result of past decisions by the member states, the establishment of a joint European armed force was carried out. The newly formed European Army is based on the standardisation of military equipment as the main factor for increasing efficiency. It incorporates all the military branches needed to defend itself against external interests. Content European Armed Forces 2035 is a standalone mod inspired by IndeedPete's EUROFORCE mod. The content will currently only contain retextures and custom layouts. European Armed Forces 2035 Editor name: EUEAF Side: Independent Tag: EUEAF AddOns required: Arma 3 Apex, Arma 3 Contact Roadmap / Table of content (everything still WIP and may change over time) EUEAF (Main Modul) EUEAF (Desert) EUEAF (Woodland) EUEAF (Snow) Screenshots FAQ Credits - IndeedPete (Camo´s and Texture templates) - black-light-studio Hexatal Camo Concept End User License Agreement
  14. Hi Everyone, here is the big list of my recent work, its all origonaly planned as retextures for my Cold War themed factions, but as I went along I realised much of the conent might be useful to have as modular standalone mods so people can just download what they need and things wont need to be duplicated over and over. So for that reason their are the Core mods, which all serve to feed into my regional faction mods and then there are the Extras mods which exsist to allow the use of the core mods as standalone items. I hope you all enjoy what I've made so far. Steam Workshop Collection for all the listed Mods Core Mods -Stl-Generic Retextures-A3 [Released] [WIP] Workshop Link Quite bare bones for now, but I plan to have a full set of generic vehicle and some uniforms and gear eventually, much in the same way the GM retexture mod does Featured Equipment Colours and Patterns Uniform Insignias and Flags for real world and Armaverse factions Olive and Tan textures for R-750 and S-750 More vehicle and gear textures will be added as I require them for my faction mods -Stl-Generic Retextures-GM [Released] Workshop Link The bulk of my work is found here, with retextures of most of GM's uniforms, gear and vehicles Featured Equipment Colours and Patterns: Khaki Olive Snow Black Blue Grey Orange (For civil defence / IDAP) UN Blue Tan Civilian Clothing - Police, Medics, Doctors, Forestry, Plaid Shirts Brushstroke Pakistan 1970 - In Type A, Type B and Fictional Jungle DPM 1960 - In Temperate 1960, Temperate 1984, Tropical, Desert and Vanuatu Jungle Egyptian Sand Italy M1929 - In M1929, 1950, Green and Fictional Winter Raindrops (Aka Strichmuster / Strichtarn) - In Green, Grey Green, Grey Blue and Tan Splinter Germany 1931 (Aka Heeres-Splittermuster 31) - In Green and Tan Splinter Bulgarian 1979 Spot M1942 (Aka Frogskin / Duck hunter) - In Arid and Jungle Sunrays (Aka Berezhka) - In White, Khaki and Red Dawn TAZ Leibermuster (Aka Alpenflage) - In 1957 Mixed Camo Rebel Uniforms -Stl-Generic Retextures-RHS [Released] Workshop Link Mostly contains Heagear and vehicle textures, designed to work with my GM retexture mod. Uniform textures can be found in RHSX Featured Equipment Colours and Patterns: Khaki Olive Black Blue Grey UN Blue DPM 1960 - In Temperate 1960, Temperate 1984, Tropical, Desert and Vanuatu Jungle Raindrops (Aka Strichmuster / Strichtarn) - In Green, Grey Green, Grey Blue and Tan Splinter Germany 1931 (Aka Heeres-Splittermuster 31) - In Green and Tan Splinter Bulgarian 1979 Spot M1942 (Aka Frogskin / Duck hunter) - In Arid and Jungle Sunrays (Aka Berezhka) - In White, Khaki and Red Dawn TAZ Leibermuster (Aka Alpenflage) - In 1957 -Stl-Weapons-A3 [Released] [WIP] Workshop Link Basic Weapon config stuff, nothing too fancy, later on will include some weapon textures and some new ammo types Features the following SGAW-150 (SACLOS Version of the PCML AT Launcher, with HE and HEAT ammo, inspired from the depiction of the SRAW in Battlefield 2) -Stl-Weapons-GM [Released] Workshop Link Just a basic weapon config Sa vz. 58LK (GM RPK with higher fire rate and accepts Vz. 58 Magazines) 30rnd Sa vz. 58 Magazines (Added to CBA Magwell) 75rnd Sa vz. 58 Drums (Only usable in my Sa vz. 58LK as the RHS Sa vz. 58 Rifles do not support mag proxies) -Stl-Weapons-RHS [Released] Workshop Link Just a small weapon config to make doing my faction loadouts easier to create. Hidden RPG-7 weapons with the full range of PGO7V optics attached to help with faction loadouts, as RHS only had the PGO7V3 version as a class Extras Mods -Stl-Generic Retextures-RHSX [Released] Workshop Link Contains the uniforms to match my other RHS retextures Featured Equipment Colours and Patterns for the M93 Uniform Khaki Olive Black Blue Grey DPM 1960 - In Temperate 1960, Temperate 1984, Tropical, Desert and Vanuatu Jungle Raindrops (Aka Strichmuster / Strichtarn) - In Green, Grey Green, Grey Blue and Tan Splinter Germany 1931 (Aka Heeres-Splittermuster 31) - In Green and Tan Splinter Bulgarian 1979 Spot M1942 (Aka Frogskin / Duck hunter) - In Arid and Jungle Sunrays (Aka Berezhka) - In White, Khaki and Red Dawn TAZ Leibermuster (Aka Alpenflage) - In 1957 -Stl-Generic Retextures-A3X [Unreleased] [WIP] Will feature extra uniform textures so that the A3 content can be used standalone from RHS and GM Faction Mods -Stl-Factions-Africa Central and Southern-GM [Unreleased] OPFOR Factions Sako United Front for Liberation and Labour - 1976 INDFOR Factions Sako Alliance for Popular Resistance- 1976 Lombakka BLUFOR Factions Sako Royal Army - 1976 National Union Forces - 1976 -Stl-Factions-Americas-GM [Unreleased] OPFOR Factions Sahrani Liberation Army - 1976 INDFOR Factions Sahrani Royal Army Corps- 1976 BLUFOR Factions -Stl-Factions-Asia Central and Southern-GM [Unreleased] [WIP] OPFOR Factions Ardistan Republican Army - 1976 Kyrat Peoples Front - 1976 INDFOR Factions Takistan Royal Army - 1976 Kyrat Royal Army - 1976 BLUFOR Factions Karzeghistan Royal Army - 1976 -Stl-Factions-Asia Pacific-GM [Unreleased] OPFOR Factions Horizon Islands Tanoan Liberation Army - 1976 INDFOR Factions BLUFOR Factions Horizon Islands Horizon Islands Defence Force - 1976 Horizon Islands Militia - 1976 -Stl-Factions-Europe Eastern-GM [Released] Workshop Link Eastern Europe factions based on GM, RHS and my own retextures of them both My aim is to be as authentic as possible with these factions, I've spent a great deal of time researching the relevent time periods for the equipment that was in common useage at the time, however there are some compromises I have had to make, and they are listed below Each faction comes with a full compliment of ranks, insignia and vehicle decals. OPFOR Factions Czechoslovakia [CSSR] -Peoples Army - 1976 Hungary People's Army - 1976 Soviet Union [USSR] Motor Rifles - 1976 Airborne - 1976 Naval Infantry - 1976 Pan-Baltic Socialist Republic [VBSSR] Motor Rifles - 1976 Airborne - 1976 Marines - 1976 Militsiya - 1976 INDFOR Factions Pan-Baltic Socialist Republic Baltic Partizan Army - 1976 BLUFOR Factions Historical Compronises in 1976 Factions: All - AGS-30 (1995) = Stand in for AGS-17 (1970) All - BRDM-2 9P148 (1974) = Stand in for BRDM-2 9P133 (1971) All - L-39C (1971) = In reality it was just used as a Trainer but I've used it as a stand in CAS aircraft, Its pylon loadouts are restricted to period correct munitions All - R750 CronusRadar = Stand in for period correct SAM systems All - S750 Rhea = Stand in for period correct SAM systems All - UAZ DShKM = Fictional but very useful for gameplay All - Groups - Coy HQ = Engineers replaced Senior Technician position for gameplay purposes All - Groups - Support Infantry Teams = Setup for gameplay purposes, not be true to reality All - Groups - Support Motorized Teams = Setup for gameplay purposes, not be true to reality All - Groups - Special Forces Teams = Setup for gameplay purposes, not be true to reality CSSR - PKM = Stand in for UK59 CSSR - URAL-4320 = Stand in for V3S Hungary - MPi KMS-72 = Stand in for AMD-65 Hungary - Groups, All groups are based off Soviet doctrine at the time, as I couldnt find much info on the ORBAT if the Hungarian Peoples Army USSR - 2S3M1 (1987) = Stand in for 2S3M (1975) / 2S3 (1970) USSR - RPG-26 (1985) = Stand in for RPG-18 (1972) USSR - RShG-2 (2003) = Stand in for RPO Rys (1975) USSR - Su-25 (1981) = Stand in for earlier CAS aircraft, However its pylon loadouts are restricted to period correct munitions USSR - UAZ = Stand in for LUAZ in VDV Faction Known Bugs: CSSR - Ranks need replacing with subdued versions Hungary - Officer Ranks are from the outdated 1951-1957 period Some Vehciles have regular crewman as commanders. Binoculars and radio placed in cargo to compensate (BRDM-2 (9P148) / BMP-1 / BMP-1K / PRP-3 / BRM-1K / BMD-1 / BMD-1K) -Stl-Factions-Europe Northern-GM [Unreleased] OPFOR Factions INDFOR Factions Finland BLUFOR Factions -Stl-Factions-Europe Southern-GM [Unreleased] OPFOR Factions Altis Red Dawn Militia Bulgaria People's Army - 1976 INDFOR Factions Altis National Guard - 1976 National Militia - 1976 BLUFOR Factions Atida Malden A3 Defence Force - 1976 -Stl-Factions-Europe Western-GM [Unreleased] OPFOR Factions INDFOR Factions Malden Islands Defence Force - 1976 FIA - 1976 BLUFOR Factions -Stl-Factions-Middle East & North Africa-GM [Unreleased] OPFOR Factions Iraq Republican Guard - 1985 Republican Army - 1985 INDFOR Factions Iran Iranian Revalutionary Guard - 1985 Army - 1985 Middle Eastern Coalition BLUFOR Factions Credits GM Developers for their brilliant work and help with making their content easy to retexture RHS Developers for their excelent mods, on which much of my work depends and would not be possible without Rak1445 - Help with Czechoslovak People's Army Research Po - Help with Lithuanian Translations for VBSSR Factions Everyone over at Cold War Warriors discord for all their help, encouragement and feedback on my work
  15. Looking to get skins for the Blackhawk, Chinook, Little Bird, and MI-8 done. Will gladly arrange payment for work provided as our community has pooled a good amount of funds for our unit to have their own vehicle skins. Would also like to get ground vics done but air assets are the priority here.
  16. So long story short i made a mod which retextures the NATO vanilla vehicles problem is, and ill try my best to explain it. If for example i just hop into editor play as a character but have not spawned ANY of the retextured vehicles in the map as soon as i log into zeus i simply just cant see the category made for those vehicles neither can i find them but if i go back to the EDEN editor and spawn a single vehicle from the category and then log in as zeus my retextures are suddenly available, i have no idea why and i have a slight suspicion my code is possessed. class CfgEditorCategories { class baseCat { displayName = "NATO Digital woodland"; }; }; class cfgVehicles { class B_MBT_01_cannon_F; class Digital_MBT : B_MBT_01_cannon_F { author = "Psyco"; scope = 2; scopeCurator = 2; side = 1; editorCategory = "baseCat"; faction = "BLU_F"; displayName = "Digital Merkava"; crew = "B_crew_F"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"\digital_retex_NATO_Armor\data\Merkava\body_CO.paa","\digital_retex_NATO_Armor\data\Merkava\MBT_Turret.paa"}; }; }; Heres a snip of my code Any ideas?
  17. Hello. I am currently working on a music-themed retexture of civilian clothing. Everything is fine so far, despiting the fact, that my uniforms don't show up in the Virtual Arsenal. The uniform slot is empty. config.cpp CfgPatches.hpp I would be happy if someone could help me. Have fine Week Schraxt
  18. So for awhile on a private server with friends we have been using Rubber edition CTI, but we want to update/change some things, for example uniforms, even just camo textures, I have found a few on the workshop but some are not signed/have no server key/or-just-broken. I was wondering if the community could point me towards a replacement pack, I currently have the amazing The CSAT Modification Project on the workshop. But I tried using a replacement mod for cup with the default factions Link to replacement project but it has no server keys or signed keys for the mods for a dedicated server. I just want to replace Nato and AAF/Fia/CTGR with cup or anything but can't find a solution?
  19. Percy Fieldsten

    Request for retexture

    May I ask if anyone is interested in helping me with retexturing a uniform in ARMA 3? (btw what should I do after the texture is returned to PBO Manager and TexView 2?)
  20. May I ask if anyone is interested in helping me with retexturing a uniform in ARMA 3? (btw what should I do after the texture is returned to PBO Manager and TexView 2?)
  21. I've been working on an Australian Army retexture for some vehicles (M1A1, 'Hawkei', 'Boxer') and have finished with the retexturing, however, I'm having problems trying to write my own config file, I've tried step by step tutorials and read through multiple pages of explanations but still fail at every attempt. The add-on relies on CUP vehicles and vanilla assets. I have a generally 'loose' understanding of how this kinda stuff works but am trying to learn so if anyone could help even the slightest it would be greatly appreciated! So far I've managed this: class CfgPatches { class My_Mod { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Soft_F_MRAP_01","A3_Armor_F_Beta_APC_Wheeled_01","cup_trackedvehicles_m1_abrams.pbo"}; }; }; //Fractions class cfgFactionClasses { class Reskin { displayName = "Reskin"; priority = 1; side = 1; icon = "Custom_vehicles\data\LOGO_1"; }; }; //Units class B_soldier_f; class reskin: B_soldier_f { class Crewman //Idk random attempt author = "Funky"; _generalmacro = "B_soldier_F"; scope = 2; displayname = "Crewman" identitytypes[] = "head_NATO","G_NATO_default"); genericnames = "NATOmen"; fraction = "Reskin"; model = Uniformclass = hiddenselections[] = {"camo","insignia"}; hiddenselectionstextures[] = weapons[] = {"throw","put"}; respawnweapons[] = {"throw","put"}; magazines[] = respawnmagazines[] = linkeditems[] = {"itemmap","itemcompass","itemwatch","itemradio","itemgps"}; respawnlinkeditems[] = {"itemmap","itemcompass","itemwatch","itemradio","itemgps"}; }; //vehicles class landvehicle; class MRAP_01; class APC_Wheeled_01; class TANK_Tracked_01; //M1A1 Class APC_Wheeled_01 { crew = ""; side = 1; fraction = 'Reskin'; displayname = 'Boxer CRV'; hiddenselections[] = {"camo1","camo2","camo3"}; hiddenselectionstextures[] = {"Custom_vehicles\data\Mbase.jpeg","Custom_vehicles\data\Maddon.jpeg","Custom_vehicles\data\Mturret.jpeg"}; class eventhandelers { init = "(_this select 0) setvariable [""BIS_enablerandomization"", false];"; }; }; class MRAP_01 { crew = ""; side = 1; fraction = 'Reskin'; displayname = 'Hawkei'; hiddenselections[] = {"camo1","camo2"}; hiddenselectionstextures[] = {"Custom_vehicles\data\hbase.jpeg","Custom_vehicles\data\haddon.jpeg"}; class eventhandelers { init = "(_this select 0) setvariable [""BIS_enablerandomization"", false];"; }; }; Class TANK_Tracked_01 { crew = ""; side = 1; fraction = 'Reskin'; displayname = 'M1A1'; hiddenselections[] = {"camo1","camo2","camo3","camo4"}; hiddenselectionstextures[] = {}; class eventhandelers { init = "(_this select 0) setvariable [""BIS_enablerandomization"", false];"; }; };
  22. Problem Discription: I am currently working on a uniform retexture for my Hungarian Armed Forces Mod. Therefore I wrote a config code, but when I pack my folder into a .pbo and launch the game, the uniform doesn't appear in the Arsenal, only the Uniform Class soldier, and when placing him down, I get an error that talks about an Old classname I used for the uniform. Error: No entry 'bin\config.bin/cfgWeapons/HUN_Uniform_Base_Uniform.nameSound' Config: class CfgPatches { class Schraxt_Uniforms { author="Schraxt"; units[]={ "HUN_Uniform_Base_Dude", }; weapons[]={ "HUN_Uniform_Base", }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F",}; }; }; class CfgVehicles { class fow_s_ger_heer_rifleman; class HUN_Uniform_Base_Dude: fow_s_ger_heer_rifleman { author = "Schraxt"; model = "\NORTH\NF_Uniforms\M36_Winter\Fin_M36Uniform_winter.p3d"; displayName = "Soldier"; uniformClass = "HUN_Uniform_Base"; side=2; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Hungarian_Armed_Forces\Data\hun_uniform.paa"}; accuracy = 5; }; }; class cfgWeapons { class U_NORTH_FIN_Corporal; class HUN_Uniform_Base: U_NORTH_FIN_Corporal { displayName = "[HUN] Uniform Base"; picture = "Hungarian_Armed_Forces\Data\little.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Hungarian_Armed_Forces\Data\hun_uniform.paa"}; scope = 2; scopeCurator = 2; scopeAsenal = 2; class ItemInfo: ItemInfo { uniformModel = model = "\NORTH\NF_Uniforms\M36_Winter\Fin_M36Uniform_winter.p3d"; uniformClass = "HUN_Uniform_Base_Dude"; containerClass = "Supply80"; mass = 50; }; }; }; Full config: Can someone help me?
  23. a small mod using the new assets from the contact dlc to make a less futuristic but still easily recognizable CSAT. Features brown hexcam texture from avenger helmet brown texture for modular carrier vest, lite, and GL rig brown texture for advanced modular helmet, with hexcam cover black version of csat beret added in old man update rebalance of LBV harness, LBV grenadier harness, and raven vest. https://imgur.com/a/wput7r1 Planned urban hexcam variants of currently retextured equipment pacific hexcam variants of currently retextured equipment retexture of basic helmet from laws of war dlc green version of csat beret added in old man update convert katiba to 5.56x45 NATO better photos possible/unsure vanilla replacement patch Community Upgrade Project patch desert & woodland camo textures add flags to uniforms and equipment this is my first attempt at a mod for public use, so any advice/help/resources are appreciated
  24. krzychuzokecia

    Krzy's Hunting Mod

    Hunting Mod by krzychuzokecia A pack of hunting-themed equipment retextures. Most of the items feature details covered in a high-visibility blaze orange colour. Content: hunting clothes in several variations (red, green and blue shirts with coyote, olive and camo pants), hunting vest in three types (coyote, olive and camo), LDF Forest Ranger summer clothes, blaze orange beanie, baseball caps in blaze orange and camo, two bavarian-style hats, brown safari/cowboy hat. More to come later. Credits: Bohemia Interactive Studios - original models and textures, krzychuzokecia - retexturing, EO aka Evil_Organ - inspiration and hunting camo. Downloads: Steam Workshop (current, v. 0.50), ModDB (outdated). Addon is signed, key included.
  25. For a campaign I'm working on I want to add a bit of detail by giving the characters vests with their names on them like the kerry vest. However I don't know how to go about doing this. I found the nohq and co vest .paa files but I'm not sure what to do with them. Also, would I be able to add these to both the carrier rig for NATO and CTRG as well?
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