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Found 91 results

  1. All M113A3 variants are covered. The original textures were created by Red Hammer Studios and retextured by me. To use these mods, you must also agree to and follow the EULA(s) supplied with the required mods. You may not repackage these mods without my consent. Check out Team One Tactical if you want to play in our weekly, super max best Arma 3 sessions! Gendarmerie Screenshot Album Required RHS: United States Armed Forces Arma 3: Apex Expansion Download (16 MB) Steam Workshop Armaholic United Nations Screenshot Album Required RHS: United States Armed Forces RHS: Green Forces Download (20 MB) Steam Workshop Armaholic
  2. Tried to make a retexture of IFA3 lite uniform, but found this mistake. For the one time I even managed to "fix" it, but when I picked my uniform in Arsenal, i've got nothing, model didn't work, but as a skin it works properly I've looked through forums but found nothing useful, could someome help me with this? Here is my code class CfgWeapons { class Uniform_Base; // External class reference class UniformItem; // External class reference class U_KOG_General_uniform : Uniform_Base { author = "AWAR & Joarius"; scope = public; displayName = "New Uniform" model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; hiddenSelections[] = {"camo", "e_st_leut"}; hiddenSelectionsTextures[] = {"\PersonalArmy\data\kog_colonel_co.paa", "\PersonalArmy\data\kog_colonel_co.paa"}; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "KOG_General_uniform"; mass = 20; armor = 0; containerClass = "Supply30"; }; }; }; class CfgVehicles { class LIB_GER_lieutenant; // External class reference class LIB_GER_recruit; class KOG_General: LIB_GER_lieutenant //Unit Class name: Class getting info from { side = 1; //Blufor faction = "BOL_FACTION"; //Your Faction vehicleclass = "BOL_Units"; //Unit Group author = "Warlord Malashenko"; _generalMacro = "BOL_Colonel"; //Class Name scope = 2; displayName = "General"; //In-Game Name weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {}; respawnMagazines[] = {}; cost = 300000; threat[] = {1,0.7,0.3}; linkedItems[] = {}; respawnLinkedItems[] = {}; uniformClass = "U_KOG_General_uniform"; //uniform you are using hiddenSelections[] = {"camo", "e_st_leut"}; hiddenSelectionsTextures[] = {"\PersonalArmy\data\kog_colonel_co.paa", "\PersonalArmy\data\kog_colonel_co.paa"}; camouflage = 1.0; }; };
  3. mathias_eichinger

    Tanoa Coast Guard

    Hi gentlemen, Tanoa just got another addition: The Tanoa Coast Guard. Author: mathias1978 Author Website: http://mathias1978.deviantart.com/ Requirements: Official APEX expansion: https://arma3.com/apex Version: 1.1 Signed: No Short description: This mod adds Tanoa Coast Guard troops in some infantry roles in a custom camo pattern made by myself, plus a gunboat in a camo pattern done with happyponyland camo generator and a grey colored Lynx helicopter. Units can be found under BLUFOR-->Tanoa Coast Guard-->Men. The boat can bei found under BLUFOR-->Tanoa Coast Guard -->Boats, and the helicopter is located in BLUFOR --> Tanoa Coast Guard --> Helicopters Changelog: v1.1: New ship camo, because community reaction was that the old one would be plain ugly. Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. R0adki11 for continous support and advice. Happyponyland for camo generator: http://www.happyponyland.net/camogen.php IndeedPete for handy retexture templates. Download: http://www99.zippyshare.com/v/pEjDNUc9/file.html Armaholic mirror thanks to Foxhound http://www.armaholic.com/page.php?id=31839 Steam Subscription: http://steamcommunity.com/sharedfiles/filedetails/?id=789632428
  4. I have been wondering about retexturing objects that don't have hidden selections for their models. I know where to get the textures and config files to see how they are configured and what not, but there is no way to retexture objects that just have the texture built into the model. For example, I want to create a retexture for the cargo buildings, but I would have to modify the model itself to accomplish this AFAIK. And since the vanilla models are obviously binarized, this can't be done inside the object builder. If I understand correctly (which I might not), the only way to get retextures working would be to use a hex-editor and replace the textures with addon textures in the same character count inside the model itself and then pack the addon with the model. The problem is, I can't find any clear answer to whether or not this allowed by BI, or even legal. So before I would try to use that solution, it would obviously be best to not violate anything. I have searched using hex editors with arma content and the only results were from 'hacking' sites or something like that for KOTH. So I obviously don't want to look there for information. From what I have gathered, the topic of hex editing is rather controversial, and I would like to be sure what is and isn't allowed in regards to hex-editing in particular. If I missed some obvious topic or posted this in the wrong place, I apologize. If this is a dumb question to ask in the first place, again, I apologize. Thanks for reading
  5. Hi, I was wondering if there'll be support for the retexturing of the default handguns anytime soon, or ever. They, as of now, do not have any hidden selections and you can't edit the base model to change textures. Are there any plans to enable this kind of retexturing? Thanks
  6. mathias_eichinger

    Tanoa Gendarmerie Mobile

    Hi lads, i was thinking that Tanoa needs a bit more powerful forces and I took the route of assuming a modest investment in their already present Gendarmerie. So I am proud to present Tanoa Gendarmerie Mobile Here's what my Readme says: Author: mathias1978 Author Website:http://mathias1978.deviantart.com/ Requirements: Official APEX expansion: https://arma3.com/apex Version: 1.0 Signed: No Short description: This mod adds Tanoa Gendarmerie Mobile troops in some infantry roles in a custom recolored camo pattern provided by alligator-fists on deviant art camo club, plus a LSV in standard green colors and a RHIB boat. The original camo pattern can be seen here: http://alligator-fists.deviantart.com/art/BATPAT-for-you-465530118 Units can be found under BLUFOR-->Tanoa Gendarmerie Mobile-->Men. The LSV vehicle can bei found under BLUFOR-->Tanoa Gendarmerie Moile -->Cars, and the RHIB ship is located in BLUFOR --> Tanoa Gendarmerie Mobile --> Ships Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. R0adki11 for continous support and advice. alligator-fists over at deviantArt for a camo pattern I was allowed to recolor. IndeedPete for handy retexture templates. Download: http://www1.zippyshare.com/v/WNZ026eb/file.html Armaholic mirror: Thanks to Foxhound http://www.armaholic.com/page.php?id=31782 Steam Subscription: http://steamcommunity.com/sharedfiles/filedetails/?id=781913027
  7. Description: This mod adds greenish textures to the pacific version of the NATO vehicles. The base content is shown automatically on all Tanoa-vehicles. Mission makers will have to make sure their missions are using the right classnames. The additional content is only useable if included in the mission by the mission maker or somebody able of mission editing. Base Content: Tropic camo (based on FS 34086 "I.R. Dark Green") for the following vehicles and variants: - Slammer - Scorcher - MLRS - Panther - Cheetah - Marshall - Hunter - HEMTT Additional content: Tropic camo (based on FS 34086 "I.R. Dark Green") for the following vehicles and all variants and derivative vehicles, and new variants. Requires scripting to work (see included Readme): - Stomper - Marshall unarmed - Strider - Gorgon - Gorgon unarmed Download: On Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=770918686 Armaholic: http://www.armaholic.com/page.php?id=31711 Requirements: Apex DLC Changelog: - 1.0 inital release Future features: - Quadbike on which the textures are not applied for some reason - Editor preview icons - A better base color - Dirt. All tropic vehicles will get a nice layer of dust and dirt once BIS decrypts the APEX-files, so I can get the average dirt-color. - NATO Markings (the chevron etc) for all NATO vehicles, including the tan variants. - Release of the templates for public use. Known issues: - The hull mounted smoke launchers of the Cheetah are tan, I have no idea why. - Unarmed Marshall and Gorgon are having accessible commander seats. The commander seats seem not to be lockable. - Roof hatch of the unarmed Marshall looks very flat. This is probably not really resolvable (for me). - The Gorgon has some texture issues due to AAF-textures beeing shown in some parts. This is probably not resolvable. There are also NATO-markings from the Czech-Army DLC for ARMA2 from wich the model and texture templates BIS used are originating. - The covered and open HEMTT are having tan beds. This is probably not resolvable. Feedback is highly appreciated :)
  8. Author: mathias1978 Author Website:http://mathias1978.deviantart.com/ Requirements: No addons required Version: 1.4 Signed: No Short description: This mod adds 3 soldiers featuring retextures BLUFOR units in an urban camo pattern provided in a woodland version by calpa9907 (http://calpa9907.deviantart.com/). These units represent the Everon National Police SWAT team, the main paramilitary force of the impoverished Republic of Everon in 2035. Since the EDF is nascent, the ENP SWAT would have to deal with any armed crises... Units are to be found under BLUFOR-->Everon National Police SWAT-->Men, and there is also a navy blue Hunter MRAP found under BLUFOR-->Everon National Police SWAT-->Cars Again, this has only been possible by looking at the work of other editors who have paved the way for me, this time I looked into the nice Kryptek units by OutSyder "Wyseman76". Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. OutSyder "Wyseman76" for publishing an infantry addon featuring fully retextured headgear and vests - providing me with a door into ArmA3 addon making! Without you, this addon would not have been possible. calpa9907 for letting me use one of his great patterns - it looks good in ArmA3. IndeedPete for his very useful texture templates. DreamRebel for help with the config. Pip-pap-rah (looked into this config to add the vehicle). Download: http://www95.zippyshare.com/v/o3w18lxx/file.html Armaholic mirror thanks to Foxhound: http://www.armaholic.com/page.php?id=29859 Steam Subscription: http://steamcommunity.com/sharedfiles/filedetails/?id=562465459 Changelog: -Added different soldier classes (Sniper/Marksman and SWAT officer with MXC rifle) -Created a different faction entry (SWAT officers) -Units are therefore to be found under BLUFOR-->Everon--> SWAT officers -Added a navy blue Hunter MRAP v1.3: -Adapted the armor values for the helmet - now it offers protection again -Changed the vests to BI police models and provided the SWAT officers with Balaclavas v 1.4: - "Everon National Police SWAT" faction class in Eden editor, units no longer lumped together with others under "Everon". - Marksman has got a proper sniper rifle.
  9. Author: mathias1978 Author Website: http://mathias1978.deviantart.com/ Requirements: No addons required Version: 1.4 Signed: No Short description: This mod adds a soldier model featuring a retexture of the BLUFOR unit in a woodland camo pattern provided by camorus--234 (http://camorus----234.deviantart.com/art/hungarian-m87-hurrican-bump-332322790). Note to mission makers: This unit represents the first platoon of the EU-sponsored Everon Defence Force, a nascent military force preparing to stand up afer 20 years of no standing army due in the impoverished Republic of Everon in 2035. After a brutal and not successful war for secession, the Everon Defence Force was demobilised in 2015. Only in light of recent tensions with CSAT, the EU is arming the forces of the Nogovan Island Chain in the mediterrannean sea to create a buffer between itself and CSAT. Units are to be found under BLUFOR-->Everon Defence Force-->Men. Armed and an unarmed Hunter MRAPs can be found under BLUFOR-->Everon Defence Force -->Cars. This has been possible by investigating the Danish units by Mav87th. Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. Mav87th for publishing an infantry addon featuring a custom faction - providing me with the next step in my learning experience with addon making! camorus--234 for letting me use one of his great patterns - it really works in ArmA3's Everon forest. calpa9907 for letting me use one of his nice grassland patterns for the vehicle camo. Changelog: v 1.1: -Fixed wrong texture path that made the textures invisible since they referenced to my P:\ drive. v 1.2: Different soldier classes added, as well as the addition of the Hunter MRAP, in both an armed and unarmed version. v 1.3: Armor values corrected for the vests and helmets to offer protection again. v1.4: -New faction class "Everon Defence Force" in Eden editor, units are not lumped together under "Everon" -Black MX rifles for most units -Proper sniper rifle for the marksman -Generic green weapons station for the armed Hunter - does not stand out so much. Download: http://www62.zippyshare.com/v/r5w3WSGL/file.html Steam Subscription: http://steamcommunity.com/sharedfiles/filedetails/?id=582291311 Armaholic mirror: Thanks to Foxhound http://www.armaholic.com/page.php?id=30022
  10. This mod adds Takistani Army themed retextures of several variants of T-72s and BMP-1/2s found in RHS: Armed Forces of the Russian Federation. I am not affiliated with Red Hammer Studios. All textures in this mod originate from RHS: AFRF and RHS: GREF. I'm too lazy for a proper photoshoot (I even copied the text from an old thread), but here's an album: https://imgur.com/a/bwGzZ How to access the textures In the 3D editor, select the skin through the vehicle's attributes screenshot Dependencies RHS: Armed Forces of the Russian Federation License 1. If you re-use any content in this mod, the credits specified must be retained or added to, but never removed. 2. This content can not be used on monetized servers, even if the server is approved for monetization by BIS. 3. Do not upload this mod, or any derivative of it, to the Steam Workshop. This is because the original authors (Red Hammer Studios) have the same policy. 4. Adhere to the terms of the EULA bundled with RHS: AFRF, which is required to use this addon. The terms apply to the content of this Arma 3 addon and any derivative works, must be bundled with the addon and must not be altered or otherwise discarded. The terms can only be lifted by the original authors (Red Hammer Studios) and their EULA. Credits Red Hammer Studios: original textures Bear: new texture variations Thanks Red Hammer Studios for their kind permission and Splendidâ„¢ work Team One Tactical Links Red Hammer Studios www.rhsmods.org Team One Tactical www.teamonetactical.com Download (18 MB) Armaholic
  11. ROK Armed Forces Retexture Addon v1.0 Click image to new tap and big enough to see it! Description This addon is upgrade version of Republic of Korea Army Unit addon. Add Republic of Korea Army(ROKA) and ROKMC faction in blufur. All clothes and vehicles are retextured from original arma 3 models. If you find some bug or crash, please send message to me. Steam ID : 11Hz And thank you for download this addon. Features 70 uniform & vest & helmet 18 vehicles 86 insignia Download Link Main File @ROK_Armed_Forces_Retexture_Addon - Steam subscribe Link Optional File @ROK_Amred_Forces_Radio_Retexture_Addon - Steam subscribe Link - require Main File & Task Force Radio & CBA Included pbo @ROK_Armed_Forces_Retexture_Addon roka_d.pbo roka_d_vh.pbo @ROK_Armed_Forces_Radio_Retexture_Addon roka_d_radio.pbo Item class name Vehicle list Change log Thanks to Kimchiguys Group, Kimchiman, Daymoon Stevenson Raspu86 Bohemia Interactive
  12. The mod is now redundant: the textures are part of RHS: AFRF since patch 0.4.1. This mod adds desert themed retextures of several vehicles found in RHS: Armed Forces of the Russian Federation. I am not affiliated with Red Hammer Studios, and these retextures do not necessarily portray actual paint jobs used on their real world counterparts. That said, the content is meant to look authentic/believeable. All textures in this mod originate from RHS: AFRF or the data released by BIS. I'm too lazy for a proper photoshoot, but here's an album: https://imgur.com/a/bOsQL List of retextures TV: 2S3 VDV: BMP-1/2, BTR-70, BTR-80, GAZ-66, UAZ, Ural VPVO: ZSU-23-4 All variants of vehicles mentioned above are included, excl. armed UAZs. Additional vehicles (e.g. T-72) might be included after the next RHS patch. Dependencies RHS: Armed Forces of the Russian Federation License 1. If you re-use any content in this mod, the credits specified must be retained or added to, but never removed. 2. This content can not be used on monetized servers, even if the server is approved for monetization by BIS. 3. Do not upload this mod, or any derivative of it, to the Steam Workshop. This is because the original authors (Red Hammer Studios) have the same policy. 4. Adhere to the terms of the EULA bundled with RHS: AFRF, which is required to use this addon. The terms apply to the content of this Arma 3 addon and any derivative works, must be bundled with the addon and must not be altered or otherwise discarded. The terms can only be lifted by the original authors (Red Hammer Studios) and their EULA. Credits Red Hammer Studios: original textures BIS: original textures Bear: new texture variations Thanks Red Hammer Studios for their kind permission and Splendidâ„¢ work Team One Tactical Links Red Hammer Studios www.rhsmods.org Team One Tactical www.teamonetactical.com Download (28 MB) Armaholic Play withSIX It's modular, just make sure you keep main.pbo.
  13. I reskinned Carrier Rig (Green) V_PlateCarrier2_rgr but I do need to define picture / model and armor value myself I want to use all the base value of the Carrier Rig I used just changing the texture I have tried changed Vest_Camo_Base on line 20 to V_PlateCarrier2_rgr and got an error "Undefined base class" how do I fix it? config.cpp #define true 1 #define false 0 class CfgPatches { class RTAF_Vest { units[] = {RTAF_Vest}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class RTAF_PlateCarrier_wdl: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "RTAF Carrier Rig (Digital Woodland)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; }; config.cpp I use as template https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class V_vest_new: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "New Vest"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; };
  14. Special Operations MUW Special Operations is a retexture of the base Independent units to create a more Special Forces look. I created them for my group, MUW.DC, but thought that other people could benefit from them too if I released them publicly. So far they have been untested in multiplayer but as they're only simple retextures everything should work as intended. Download Links - MUW Special Operations v0.1 - Requires Cunico's Spec 4 Gear This is my first addon that I've released to the public, as I mentioned above I created them for my own group. MUW.DC plays the role of a PMC who takes on the most daring operations that others refuse, in other words, suicide missions are our specialty. Our current units (which are not available to the public, yet) are aimed towards a more familiar, current day military, so I wanted to add to that by creating some units for special missions such as hostage rescues, long range recce and so on. At the moment the units aren't in groups, nor are they in Zeus, if anyone can help me complete this, I would greatly appreciate it! Images - Known Issues - None so far. Thanks - IndeedPete - For the amazing retexture templates, saved me a whole lot of work! BroBeans (Armaholic Forums) - For the config template, gave me a place to start.
  15. Up until now, I've been able to retexture plate carriers for NATO without a problem. However, after the Personal Protection update rolled out on devbranch, I haven't been able to change textures for the "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", and "V_PlateCarrierSpec_rgr". CfgWeapons_NATO: /// Vests class V_PlateCarrier1_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier1_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier1_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; descriptionShort = "$STR_A3_SP_AL_III"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 16; PassThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; class V_PlateCarrier1_mtp: V_PlateCarrier1_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier1_mtp"; displayName = "$STR_A3_V_PlateCarrier1_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier2_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier2_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; descriptionShort = "$STR_A3_SP_AL_IV"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 20; PassThrough = 0.2; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 20; PassThrough = 0.2; }; class Body { hitpointName = "HitBody"; passThrough = 0.2; }; }; }; }; class V_PlateCarrier2_mtp: V_PlateCarrier2_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier2_mtp"; displayName = "$STR_A3_V_PlateCarrier2_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierRecon_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierRecon_rgr"; scope = 2; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; displayName = "$STR_A3_V_PlateCarrier1_rgr_V_PlateCarrier_Kerry0"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrierRecon_mtp: V_PlateCarrierRecon_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrierRecon_mtp"; displayName = "$STR_A3_V_PlateCarrierRecon_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierGL_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierGL_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; overviewName = "$STR_B_SOLDIER_GL_F0"; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page09_ca.paa"; descriptionShort = "$STR_A3_SP_ER"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 94; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 94; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.6; }; }; }; }; class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_mtp"; displayName = "$STR_A3_V_PlateCarrierGL_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierSpec_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; DLC = "Mark"; descriptionShort = "$STR_A3_SP_AL_V"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = "Supply100"; mass = 120; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class V_PlateCarrierSpec_mtp: V_PlateCarrierSpec_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_mtp"; displayName = "$STR_A3_V_PlateCarrierSpec_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; CfgWeapons: class CfgWeapons { class Uniform_Base; class UniformItem; class Vest_NoCamo_Base; class Vest_Camo_Base; class VestItem; class V_BandollierB_khk; class V_Chestrig_khk; class ItemCore; class HeadgearItem; class H_HelmetB_plain_mcamo; class H_Booniehat_khk_hs; class H_Cap_oli_hs; #include "CfgWeapons_CTRG.hpp" #include "CfgWeapons_GUER.hpp" #include "CfgWeapons_NATO.hpp" }; And CfgPatches: // Config class CfgPatches { class A3_Aegis_F_characters_BLUFOR { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_Gamma","A3_Characters_F_Bootcamp","A3_Characters_F_EPA","A3_Characters_F_EPB","A3_Characters_F_EPC","A3_Characters_F_Mark"}; }; }; Anything I'm doing wrong?
  16. I noticed that NATO doesn't have a medivac livery for any of its choppers so I retextured the Huron. Enjoy http://steamcommunity.com/sharedfiles/filedetails/?id=516279019
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