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Found 57 results

  1. Hello there. Is it possible to export the vehicle textures (Body_MCR etc.) from the Enfusion Workbench? I wanted to play around a bit. I remember it from Arma 3, where you could edit the textures quite easily. Many thanks in advance. Cheers.
  2. Hello, sorry for my English but I need advice, as the title says I can not make the textures of damage work in my addon. I'll pass the config and model.cfg to see if I'm doing something wrong. I would greatly appreciate it if someone could tell me what I am doing wrong. The model at the time of destruction simply shows fire and the same texture. Name the model as zbytek as indicated in object builder.
  3. I have custom textures for the items I want in a custom faction, it’s just beyond my comprehension to set up a config that can use them and completely pack em. Price is completely negotiable. List of mods that faction will be using: - RHSUSAF Vehicles being used from the RHSUSAF mod - UH-60 (ESS) - CH-47 - M115A1 (Unarmed, M2, Grenade Launcher) Base Game Items - AAF Uniform (Both rolled and not rolled) - Rhino MGS These items will be given a texture Just a basic soldier with the uniform is all that is required along with these retextured vehicles
  4. Hey there! Trying to import models to ARMA 3 for an addon I've been working on (legally bought, rigged them ourselves). We've finished the rigging portion, but we're finding issues in what we assume is an object builder for texturing. Whenever we load up the addon in the game, the hidden selection textures (in our case, the helmet cover) show up as black or brown. The base helmet (which uses the same RVmat as the cover) show's up without any issue, however, it uses a texture set in the object builder instead of the config. The textures have all the proper names and are listed in what we think is the right section of the config. Would anyone mind helping us? Config (Portions referring the selections): class BCO_SHC : ItemCore { scope=2; author="BCO/10SFG"; scopeArsenal=2; displayName="(BCO/10SFG Super High Cut"; picture=" "; model="BCO10SFGHelmets\models\BCO_SHC.p3d" hiddenSelections[]= { "Camo1", // BackPouch "Camo2", // Battery "Camo3", // Comtacts "Camo4", // Cover "Camo5", // Earpro "Camo6", // InforceLight "Camo7", // Olight1 "Camo8", // Olight2 "Camo9", // Patch1 "Camo10", // Patch2 "Camo11", // Patch3 "Camo12", // Strobe "Camo13", // Strobetape "Camo14", // Surefire "Camo15", // VLITE }; hiddenSelectionsTextures[]= { "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_AC.paa", // BackPouch " ", // Battery " ", // Comtacts "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_MC.paa", // Cover " ", // Earpro " ", // InforceLight " ", // Olight1 " ", // Olight2 " ", // Patch1 " ", // Patch2 " ", // Patch3 " ", // Strobe " ", // Strobetape " ", // Surefire " ", // VLITE }; class ItemInfo: HeadgearItem { uniformModel="BCO10SFGHelmets\models\BCO_SHC.p3d"; mass=50; hiddenSelections[]= { "Camo1", // BackPouch "Camo2", // Battery "Camo3", // Comtacts "Camo4", // Cover "Camo5", // Earpro "Camo6", // InforceLight "Camo7", // Olight1 "Camo8", // Olight2 "Camo9", // Patch1 "Camo10", // Patch2 "Camo11", // Patch3 "Camo12", // Strobe "Camo13", // Strobetape "Camo14", // Surefire "Camo15", // VLITE }; hiddenSelectionsTextures[]= { "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_AC.paa", // BackPouch " ", // Battery " ", // Comtacts "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_OD.paa", // Cover " ", // Earpro " ", // InforceLight " ", // Olight1 " ", // Olight2 " ", // Patch1 " ", // Patch2 " ", // Patch3 " ", // Strobe " ", // Strobetape " ", // Surefire " ", // VLITE }; RVMats for the helmet + cover: ambient[] = { 1, 1, 1, 1 }; diffuse[] = { 1, 1, 1, 1 }; forcedDiffuse[] = { 0, 0, 0, 1 }; emmisive[] = { 0, 0, 0, 1 }; specular[] = { 0.1, 0.1, 0.1, 1 }; specularPower = 2; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_NOHQ.paa"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 0 }; pos[] = { 0, 0, 0 }; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,dt)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 1, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 0 }; pos[] = { 0, 0, 0 }; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,mc)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 0 }; pos[] = { 0, 0, 0 }; }; }; class Stage4 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_AS.paa"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 1 }; }; }; class Stage5 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_SMDI.paa"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 0 }; pos[] = { 0, 0, 0 }; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(0.4,0.2)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 0 }; }; }; class Stage7 { texture = "a3\data_f\env_land_ca.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 0 }; }; }; class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; };
  5. I can't figure out what's going on here, and it's basically making it impossible to learn to fly(or not kill myself if I just go for it outside of training) in ARMA3, as soon as it happens. Normal View View after dying a few times Above screenshots are all in "VR Training: Helicopter - Weapon Systems" Below are in "VR Training: Helicopter - Basics" Before the issue happens After the issue happens (Note the cockpit texture resolution. You can actually see that in the first images too, just noticed; the geometry textures or whatever ARMA3 renders the knobs on the panels in the cockpit with also go away.) I've got the following DLC: Jets, Helicopters, Karts, Marksmen, Apex, laws of War, Malden, Zeus, Tac-Ops Mission Pack, Tanks, Contact, Art of War Charity Pack I have uninstalled Contact and still have the issue. I have one mod installed: Antistasi I've disabled Antistasi and still have the issue. My Helicopter flight model is Standard. I'm using Keyboard+Mouse. Windows 11, Geforce RTX 2060. Driver version: 532.03 (latest, updating hasn't mattered) I do have dual monitors and run in fullscreen on one. Most settings are on high/ultra. 1920x1080. This seems to happen from simply dying a few(unclear on more specific circumstances or how many times) times, and nothing recovers it beyond restarting the entire game.
  6. Arma 3 Characters 4K This is a simple mod that upscales the textures of Arma 3 faces and bodies to a new level of detail x16. Recommended for people who are very obsessed with graphics quality and photographers. @A3 Characters 4K https://steamcommunity.com/sharedfiles/filedetails/?id=2965541384 (Available via WorkShop). Currently Adds 109 textures with a size of 4096x4096 pixels. 1024 vs 4096 To Do list Here I'll show you what I'm working on so you can get an idea of what's to come. ✅ In principle the _CO textures, which are the Colour part, are scaled and finished with very good quality. ❌ Now I started to work on the _NOHQ which is the Normal Map part. I'm still in the process of research, so this is still alpha. ❌ I've also modified the _SMDI which is the glow and reflections part, these are being improved to make the eyes more believable and correct some old bugs in the methodology of the first ArmA 3 characters. Now, these characters are going to be quite heavy in some Gigabytes, I understand that can be a problem, but that's the thing about modern game graphics. Here are some pictures of progress, thank you & feet. Arma Public License Share Alike (APL-SA)
  7. I have a lattice object that I attached to the technique, but when the technique is defeated, the textures of the lattice object remain the same, I decided to use hiddenSelections[] = {"green", "sand", "broken"}; hiddenSelectionsTextures[] = {"data\green.paa", "data\sand.paa", "data\broken.paa"}; I decided to connect a script that will execute in a .skf file, but the arma does not react in any way, the object remains the same color. Help! How to make an object change color depending on whether the vehicle is alive or not. .sqf file: is there any other way to implement this idea?
  8. I've been looking around the forums for a good week to find an answer and while I've found a few, I didn't really understand them. I'm looking to change the side flags (See here) to specific factions. However, due to how the scenario is set up, I've switched BLUFOR troops to OPFOR, whereas BLUFOR hasn't been changed, their default faction icon is a white sword. However, I would like to have BLUFOR use the plain blue flag and the plain red flag for OPFOR. Since I'm running a Sector Gamemode mission, I have synced the flags to the Sectors to give better visual feedback on who owns which area, but OPFOR's flag appears transparent. Thank you in advance for your help.
  9. SaltyNewt

    Texture Overlaying

    So I should probably preface this by saying that I quite literally have no idea what I'm doing here. With that being said, I'm looking into making custom uniforms using vanilla textures and I think I've made a realization: there are certain uniforms (Like for example, the Kerry fatigues in Adapt or the base NATO T-shirt fatigues) that are made via somehow placing one part of one texture over another part of a second texture. (Using one of the previous examples, they would either put the top of the guerilla fatigues over the bottom of the nato fatigues to make the kerry fatigues or vice versa) I'm led to believe this is the case on account of the fact that there is an inventory icon for these fatigues but no texture file in the respective folder, so my question is this: Am I even remotely close to being right on this, and if I am, is it possible to recreate this effect?
  10. Hello! I'll start a little from afar. In my mission, I decided to disable thermal imaging optics for M1117 ASV from the RHS mod. For this I used the command "disableTIEquipment". And everything would be fine, but the display built into the equipment continued to display the thermal image. A couple of minutes on google and I found out that this is an old problem. I decided to somehow fight it. A few hours on Google and I learned about procedural textures, pip screens, etc. Then I decided to use the "setPiPEffect" command. But it requires a "rendertarget", which I didn't know. I decided to look at the config.cpp of M1117. I unpacked the addon and, to my disappointment, did not find the class I needed. Then I found a version of this addon prior to including it in RHS. And lo and behold, there is a class for some reason. I entered "rendertarget2" setPiPEffect [0]; in the debug console and it started working, the thermal imager switched to normal image mode. But when entering the gunner, the screen broke. And after leaving and entering the vehicle, this again became a thermal imager. I decided to use addEventHandler ["GetIn", { }]; , but it didn't work correctly. After that, I found out about the CBA and used the XEH. Created a class in the description.ext. class Extended_GetIn_EventHandlers { class rhsusf_M1117_base { class rhsusf_M1117_base_getin { GetIn = "'rendertarget2' setPiPEffect [0];"; }; }; }; But it still didn't work. But it continues to work fine from the debug console. I have been trying to solve this problem for the second week, but nothing works. Of course, I learned a lot in the process, but the problem was not solved. P.S. Sorry for my English.
  11. Hello, I am trying to retexture a standard nato rebreather and make it have space and armor. It is doing everything i want it to, accept for having the new textures. Its textures still are the base ones. Please help me and also ignore the wierd file names...So what i called it "Nippel" and "Fucking exerything" The following is said code: class Breath: V_RebreatherB { scope=2; displayName = "Ballistic Rebreather"; author = "Napalm"; class ItemInfo : VestItem { uniformModel = "Nippel\data\equip_rebreather.p3d"; hiddenSelectionsTextures[] = { "\Nippel\data\Fucking_everything\Breath.paa", "\Nippel\data\Fucking_everything\Breath.paa", "\A3\characters_f\data\visors_ca.paa" }; containerClass = "Supply100"; mass = 25; class HitpointsProtectionInfo { class Neck { hitpointName="HitNeck"; armor=10; passthrough=0.2; }; class Arms { hitpointName="HitArms"; armor=10; passthrough=0.2; }; class Chest { hitpointName="HitChest"; armor=10; passthrough=0.2; }; class Diaphragm { hitpointName="HitDiaphragm"; armor=10; passthrough=0.2; }; class Abdomen { hitpointName="HitAbdomen"; armor=10; passthrough=0.2; }; class Body { hitpointName="HitBody"; armor=10; passthrough=0.2; }; }; }; };
  12. I copied the code from my working offroad texture, modified it for the quad and placed it directly below in cfgVehicles within the config.cpp. In Eden editor the bike shows in the spawn menu but spawns with a default texture. Any help is appreciated. class C_Quadbike_01_F; class Custom_Quadbike: C_Quadbike_01_F { crew = "Custom_crew_F"; side = 1; scope = 2; scopeCurator = 2; vehicleClass = "Car"; faction = "Custom_Faction"; displayName = "Custom Quad Bike"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\MyAddon\Data\custom_quad_bike.paa"}; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; }; }; Cheers SOLVED: 'camo' in hiddenSelections should be 'camo1'
  13. Dear Bohemia Community, Hope You all well and safe, I just want to change the color of HMMWVs vehicles which base in this Addon EWK_HMMWV , I have all the tools to make that but I can't find the file of the colors. Is there someone have already made that, I need the help to do that
  14. is it possible to make an Addon to hide parts of the vanilla vests, for example, hiding the shoulder armor on the carrier GL rig?
  15. Hi all, I've recently taken my first steps in arma modding and have successfully created an object in blender, added textures and materials, imported to the game etc etc. Consists of 7 components and 4 different textures. I'm attaching a picture of it below: It's basically an airport taxiway direction sign, for immersion. These 3 "displays" with letters on them are their own components in the custom LOD (display_L, display_M, display_R) and have an emissive material applied to them (no texture in the material), which works pretty great. However, I would like to be able to switch the textures on those displays with scripting (setObjectTexture command), and I''ve been trying to use hiddenSections for that with no luck so far. When I run getObjectTextures on the object, it returns the ones that are set in the config. If I run setObjectTexture and then getObjectTextures, it gets updated, but nothing changes on the model. Model has these 7 components and display_L, display_M and display_R have the same textures assigned to them in the object editor as the ones mentioned in the config. Here's my configs: model.cfg class CfgModels { class Default { skeletonName = ""; sectionsInherit = ""; sections[] = {}; }; class VAP_DTD_SIGN : Default { skeletonName = "VAP_DTD_SIGN_Skeleton"; sections[] = { "body", "display_L", "display_M", "display_R", "Leg1", "Leg2", "Leg3" }; }; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class VAP_DTD_SIGN_Skeleton : Default { skeletonBones[] = { "display_L", "", "display_M", "", "display_R", "" }; }; }; config.cpp class CfgPatches { class VESTARR_AIRPORT_PROPS { requiredAddons[] = {"A3_Structures_F"}; name = "Name"; author = "Vestarr"; url = ""; requiredVersion = 0.1; units[] = {"VAP_DTD_SIGN"}; weapons[] = {}; }; }; class CfgVehicles { class Thing; class VAP_DTD_SIGN : Thing { displayName = "D-T-D Taxiway Sign"; author = "Vestarr"; editorPreview = "\airportshit\data\dtd_sign\icons\dtd_sign_icon.paa"; scope = 2; mapSize = 0.9; accuracy = 1; destrType = "DestructNo"; model = "\airportshit\data\dtd_sign\objects\dtd_sign.p3d"; hiddenSelections[] = {"display_L","display_M","display_R"}; hiddenSelectionsTextures[] = {"\airportshit\data\common\textures\taxiway_dir_b_9_ca.paa", "\airportshit\data\common\textures\taxiway_mark_a_ca.paa", "\airportshit\data\common\textures\taxiway_dir_b_9_ca.paa"}; }; }; Also my material, in case it matters: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={100, 80, 28,0.2}; specular[]={0,0,0}; specularPower=2; PixelShaderID="Normal"; VertexShaderID="Basic"; Can anyone shed some light how does this thing work and how to use it properly? I'm really confused.
  16. Hello I would like to unite players from countries that do not have representation in ARMA 3 to share textures for different mods and the creation of new ones.(SORRY FOR MY ENGLISH)
  17. Hey all. Apologies if I posted in a wrong section. I'm getting into modding and I'm playing around with some different solutions. I was thinking about creating and releasing a mod soon. As a part of it however, I need to create a custom object that can draw a text (from its custom attributes) on its flat surface. I really want to avoid creating textures for every single digit and letter of the alphabet. I'm guessing it's possible, as even aircraft HUD's and dials can display current altitude and speed. I tried looking it up on the forums but I didn't find anything useful. Obviously performance is key for me, so if there isn't any good way to solve it, I'm happy to do it with a ton of textures instead. The object is very unlikely to change its text mid-game because it's basically a specific, static sign, so I don't know if having each frame loop to update it is really necessary, unless it doesn't take too much power. In case I need to use the textures approach, can anyone shed some light how to create an object that works with setObjectTexture? As mentioned earlier, I would like to provide some extra options in the eden editor's object's attributes to customise the sign's textures, is there a way of making it reflect its textures set in attributes in Eden after they've been changed? Is there a way of creating textures that glow in the dark, or otherwise having a light on an object that turns on at night and lights up the sign? Thanks!
  18. Hello everyone: I need help deciphering what I am doing wrong when setting up my new balaclava. I already made several new textures for the vanilla arma3 balaclavas previously without problems. class CfgPatches { class TCGM_BanBal01 { units[]={}; weapons[]= { "TCGM_BalaclavaTI_JapR", "TCGM_BalaclavaTI_Skul", "TCGM_BalaclavaTI_SkulArdiDig" }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_BalaclavaTI_JapR: None { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_JapR"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBHanRed"; faction="TCGM_SF"; model="\A3\Characters_F_Exp\BLUFOR\G_Balaclava_TI_F.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_JapR_co.paa" }; identityTypes[]={}; mass=6; }; class TCGM_BalaclavaTI_Skul: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_Skul"; displayName="$STR_TCGM_BB1SBSkBlk"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_Skul_co.paa" }; }; class TCGM_BalaclavaTI_SkulArdiDig: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_SkulAridDig"; displayName="$STR_TCGM_BB1SBSkDigAr"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_hex_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_SkulHex_co.paa" }; }; }; Now I am starting to make my own models and have been successful in virtually the entire process... I have the new balaclava in the game working properly, with the default texture that I have embedded in the model. But I could not add a second texture as I did with vanilla balaclavas before. A second balaclava appears in the game but with the same texture as the first. class CfgPatches { class TCGM_BanBal02 { units[]={}; weapons[]= { "TCGM_Balaclava_Blk_Scrp" "TCGM_Balaclava_Blk_NoMask", }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_Balaclava_Blk_Scrp: None { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_Scrp"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBBlkScrp"; model="\TCGM_BanBal01\Models\TCGM_Balaclava_Blk_Scrp.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_co.paa" }; identityTypes[]={}; mass = 7; faction="TCGM_SF"; }; class TCGM_Balaclava_Blk_NoMask: TCGM_Balaclava_Blk_Scrp { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_NoMask"; displayName="$STR_TCGM_BB1SBBlk"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_co.paa" }; identityTypes[]={}; mass = 7; }; }; I made my model in blender from scratch, configured the texture and materials there and exported the work to the p3d format. https://imgur.com/RjPv1Za In Object Builder I added some LOD (level of detail) layers, like "Geometry" and I add the property "autocenter" with value "0" https://imgur.com/vfWnuKh I am sure there has to be a way to add a new balaclava using the same model with a new texture... Because I did it with the vanilla ones. Here is my file of model materials. TCGM_Balaclava_Blk_Scrp.rvmat class StageTI { texture="#(argb,8,8,3)color(0,0,0,0)"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.1,0.1,0.1,1}; specularPower=20; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(2,0.5)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Here is my "model.cfg" file class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", // Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", // New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", // Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", // Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", // Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", // Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan: Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide" }; skeletonName = "OFP2_ManSkeleton"; }; class TCGM_Balaclava_Blk_Scrp: ArmaMan { sections[] = { "camo" }; }; }; Please Help me to find the solution. Thanks. https://imgur.com/bIXaasm
  19. Hello! I'm very new to making vehicle skins, currently I'm trying to skin cars from the D3S mod and, whenever I try out the skin on a vehicle, i realize it's very pixelated. I'm wondering if there's a way to make it so it's not pixelated? So far I've tried highering the resolution of everything, and making things simply bigger. Thanks in advance
  20. the_one_and_only_Venator

    Custom Helipad Textures

    Is it possible to create custom textures that you can place on the ground in 3den editor like the helipads or dirt patches? Probably a retexture of the dirt patches so helicopters don't try to land there? They don't appear to have hiddenSelectionTextures and setTexture didn't work.
  21. I use a mod from the workshop that is free for retexturing. Mod works perfectly fine on its own. No problem. I did the retexturing in a new mod folder. I renamed the .paa files and the .p3d files. I figured out where to change stuff in the config (at least I guess I did)... Because if I run "my" mod, the class names and how the uniforms are named in the ace arsenal are still the same as in the original mod. Thing is: If I start both mods, I still get the original class name / arsenal name, but with my textures. The original ones nowhere to be seen. I wanna be able to use both mods. As I'm doing this the first time (and till yesterday, I've never seen a config before) I can't figure out where my mistake is...
  22. another day another problem so I work on a little mod to make FIA, in Opfor side, more "aggressive" with stuff that already in game, i disabled randomization and load the injury rvmats for the nato WDL uniform, for the sniper with the full body uniform, the blood displayed well the two characters with tshirts, the blood displayed only on the pants (look the second image) this is the code class O_ZU_Medic_tsblue: O_G_medic_F { scope = 2; scopeCurator = 2; scopeArsenal = 2; author = "$STR_A3_Bohemia_Interactive"; model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass = "U_O_ZU_Medic_tsblue"; hiddenSelections[] = {"Camo", "camo2"}; hiddenSelectionsTextures[] = {"\A3\characters_f\BLUFOR\data\clothing_wdl_co.paa","\a3\characters_f\Common\data\basicbody_blue_co.paa"}; linkedItems[] = {V_PlateCarrierk_nflg, H_MilCap_blue, ItemMap, ItemCompass, ItemWatch, ItemRadio, }; respawnLinkedItems[] = {V_PlateCarrierk_nflg, H_MilCap_blue, ItemMap, ItemCompass, ItemWatch, ItemRadio,}; class Wounds { tex[] = {}; mat[] = { "A3\Characters_F\BLUFOR\Data\clothing1.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat" }; }; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"",false];"; }; }; i have to make 16 characters , but i want they with full features thanks in advance p.s. the code to stop the randomization, it's the correct one, the one on the wiki does not work
  23. Mathias Westergaard

    Texturing skins - FREE

    Hello, I can re-texture your skins! If you send me some files, (.mdl for the model, and an image file containing the flat-textured) I can make skins to your liking! If you comment here, I'll get back to you when I see it! - Mathias "West"
  24. Hi all I have an issue with my textures once Buldozer launches. My layers.cfg is perfectly fine and to my knowledge my textures have been converted to PAA from TGA via TexView so I don' think they're the cause. Any input or feedback on this issue would be great as I don't have a clue what could cause this. I personally think its the Sampler section of my mapframe as seen below, can you guys tell me if these values are correct or incorrect please. This is the issue I see in Buldozer so any help is appreciated.
  25. Hey Folks, for the project I'm currently working on, I'm looking for someone who is able to create a high quality 3d model (and textures) for ArmA3, and is able to get it into a working condition into the game (just basic config work, nothing super fancy). What I need is a small vehicle design loosely based on existing (real life) concepts, fit for ArmA3's setting. I don't want to get into more details here, but this is not about tanks, air assets or highly complicated cars, etc. Of course this job is *paid*! If interested, please drop me a private message on the forum and I'll get back to you. Thanks.
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