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Found 120 results

  1. I've made an addon that adds a texture to the texture list in "edit Vehicle Appearance" on the gryphon, but I can't figure out a way to keep the vehicle appearance and the pylon settings for the jet after respawn. Any ideas?
  2. Program wont start because DePbo64.dll is missing from my computer, where can I find this ? I had a look online and could find nothing. thx for your time and help !
  3. Hey, I'm working on a PMC/Contractor uniform reskin, and I'm looking to reskin the NATO Combat Uniform (Tee) as part of it. It's near-impossible to retexture Stavrou's combat uniforms as I do not like the tattoos the uniform model inherits, and the rest of the textures in my pack are just of simple cargo pants/duty pants, not the Crye G3 style pants with the integrated joint protection and stretch zones. What I'm after is a texture that converts those pants into regular cargo/BDU style pants. Preferably, I am after a 2048x2048 NOHQ file that I can use as an overlay for the pack, and the pants would ideally closely resemble the pants used on the FIA Guerilla Garment with the rolled-sleeve shirt. I would do it myself, but I have very little experience in editing normal maps to that extent. If anyone can assist, that would be greatly appreciated.
  4. I've made an addon that adds a texture to the texture list in "edit Vehicle Appearance" on the gryphon, but I can't figure out a way to keep the vehicle appearance and the pylon settings for the jet after respawn. Any ideas?
  5. Texture artist wanted for a few ship models I have completed, but haven't been able to texture. All the ships have walk-able interiors, and are mostly UV mapped. intermediate to advanced texture-work knowledge is required, and also some previous experience working with others is preferred. list includes several small ships, a couple destroyers, and a cargo vessel. Leave a comment, or PM me for more details. will not pay, but will give credit where due. (as any good community member will do) Cheers!
  6. Hi guys, I need your help. I made a model with Blender, I use the 7 stage super shader RVMATs but when I preview everything in the game I get weird shadows on the model. All textures, maps, RVMATs etc should be ok, so I suppose it has something to do with the model itself. Things I tried: -recalculate normals (both in Blender and OB) -smooth/flat faces in Blender Any suggestion?
  7. ColorPalette As part of a Eden's tools package I have been slowly putting together and as part of a mission workflow, I had the need for a colour palette. As this is something that works pretty well on its own I thought I would release it as a stand alone display for people to use. It can be used as a display as is, or will work quite happily buried in a ctrlsGroup. You can save up to 12 colours. Will output to RGBA 0-1 RGBA 0-255 RGBA Html RGB Html Procedural Texture Can be called with only a certain format pre defined ( demonstrated via player actions in the demo - cp_out ) Can be setup to return the chosen colour via a call back ( demonstrated via player actions in the demo - cp_out ) Can be given a call back for when the ui is exited ( demonstrated via player actions in the demo - cp_exit ) DOWNLOAD
  8. I thought I might as well ask someone for their expertise before I push out a play-doe colored tank because after all the time I spent making the damn thing it'd be a shame if it looked like a 2 year old colored it in with a crayon :P The tank must be UV unwrapped and textured... PM me if interested in helping.
  9. Hey, I´ve managed to get a detail map (_dt) with Super shader (.rvmat) in game. Everything is working quiet well, only that the colours are way too strong, it basically miss readys the alpha channel. Colours which should be at about 10% visibility are at almost 100%. Does anyone had experience with that problem before? Ps: For the texture, I have exported the texture_ca.png to texture_ca.paa and renamed it to texture_dt.paa. (exporting as ca works better than dt, see pictures) What the texture should look like http://fs5.directupload.net/images/170414/gn8dqwb3.png What it looks like with _ca export http://fs5.directupload.net/images/170414/x5gbdevp.png What it looks like with _dt export http://fs5.directupload.net/images/170412/ihxtojl9.png (ignore the error, solved already) Thanks for helping! MfG Benno .rvmat file
  10. I have some problem with shortcutbutton. as you know, the one button's texture is not correct. I don't know what's the problem with it. Only one thing I think probably has a matter is texture size. Size of has problem is 256x256. Background size is 1024x1024. Size of right side is 512x128. And I don't know how to use hitzone. (want to know for clicking button correctly) plz help me.
  11. Like the title says, I'm experiencing texture glitches on certain assets. This seems to be on some selective textures, but as you can see it's a little overwhelming. In the screenshots I'm running the game on the "standard" graphical settings, but I experience the glitch on all settings and I've tried the Flush command multiple times. I'm playing on a AMD R7 M265 on a i7-4500u 1.8GHz Links to the screenshots: http://steamcommunity.com/sharedfiles/filedetails/?id=902111772 http://steamcommunity.com/sharedfiles/filedetails/?id=902111936
  12. Greetings. I'm very new to modding, but recently I've started on adding vehicles, moving stuff around and etc. I've stumbled onto a problem with the Y-32 Xi'an Infantry Transport VTOL. I downloaded another mod which has successfully moved a vehicle from Independent to Blufor AND has a texture applied to it when you spawn it in. What I'm trying to do is basically the same. I want to copy the Y-32, put it into Bluefor and have a custom texture go on it. Inside my mod folder: Inside my mod/data folder: config.cpp script: #define true 1 #define false 0 class CfgPatches { class RTAF_Vehicle { units[] = {RTAF_Vehicle}; weapons[] = {}; requiredAddons[] = {}; }; }; class CfgEditorCategories { class RTAF_Class { displayName = "Shield"; }; }; class cfgVehicles { class O_T_VTOL_02_infantry_F { scope = 2; displayName = "Shield Y-32"; faction = "BLU_F"; vehicleClass = "Air"; editorCategory = RTAF_Class; Side = 1; crew = "B_crew_f"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Y32_VTOL\data\vtol_01_ext01_shield_co.paa","\Y32_VTOL\data\vtol_01_ext02_shield_co.paa","\Y32_VTOL\data\vtol_01_ext03_shield_co.paa","\Y32_VTOL\data\vtol_01_ext04_shield_co.paa"}; class Library { libTextDesc = "BWS"; }; }; }; If anyone is able to help me out it would be very appreciated. Like i said i'm quite new to this and I've been trying for quite some time to fix it. Thank you in advance!
  13. Hey Everyone, This may be a stupid question, but I tried importing a rock model into arma and for some reason the texture seems to be applied to the inside of the mesh instead of the outside in game. Any idea what I'm doing wrong? https://gyazo.com/4b5ccf21ca957a3e28d079b6c5550c88 Thanks!
  14. Brian Sherbino

    Texture Modding Addon

    I'll try to be as simple as possible. Without having to completely remodel the chinook from in game, I'd like to be able to add another variant that is re-skinned as a new vehicle (or at least acts like a separate vehicle, and not a skin added through the mission file). I've managed to get all of the .paa files edited to my liking, as well as a basemod that currently houses my communities content. However, I have no clue how to implement the new skins into the mod so that Arma 3 will recognize said files, and create a new vehicle within Zeus/3den. So, clarification recap: Just a vehicle skin addition On a separate vehicle with a new name
  15. Version: 1.1 Description: This addon adds a retextured A3 Vanilla Offroader. It also comes with some extra Customizations like the Police Beacons, Afghan Police Siren and an Roll Dumper at the rear. Model is made by Bohemia Interactive, only the exterior texture, the siren and config is mine. Download: Steam Workshop: steamcommunity.com/sharedfiles/filedetails/?id=692870391 Armaholic: http://www.armaholic.com/page.php?id=31265 Feel free to post your Feedback and further ideas for this mod!
  16. I have a flashing black hashing appearing on textures. They also look slightly transparent in that the back hashing appears where there is an object behind another or at the edge of an object. I made a short file so you can see the problem: https://drive.google.com/open?id=0B62cVQheKk95a3pqcDN6RW1YZ0k Anyone able to help fix this? I am also still having trouble with breaking windows. The film also shows the problem. Thanks.
  17. Ages ago I helped the 16AA put together a Vietnam modpack for a special event, and sourced/ported content from multiple sources to make it work. However, I noticed there was something missing. I had never seen, in all of my ArmA life, any mod which had a sharktooth Huey. Of course, I immediately went about remedying this. After creating the texture, I had always planned to get together with friend and colleague Soldierman to release a complete, bugfixed, ArmA-3 ported and jazzed up Huey mod - and give it to the Unsung 3.0 team - but we were busy, and then I started my long hiatus from ArmA. So now I'm just releasing the texture for them, and anyone else, to use. Inspiration Results (If somebody could take me a nice picture I'd be thankful; I seem to have lost all of mine and I can't quite bring it upon myself to fire up ArmA and fiddle with mods again.) No full frontal shots here because of ^. Use your imagination for now. Source .paa and .psd in this MediaFire folder - Beazley
  18. I'm trying to retexture the RHSUSAF A-10, however I cannot open the .p3d file to get the texture map so I can assign it in the eden editor, so I can retexture. Any way to get the texture files for RHS Files?
  19. Looking for someone who would be able to make a textures for my vehicle from mod that im currently working on. I can provide you with the UV maps. I cannot offer any money but i can write you as a co-author of the mod. If someone is interested contact me here in the coments or write me a private message.
  20. Currently working on some UN vehicles that will hopefully be released soon. This is the current state of the hummingbird / pawnee. More assets being added, working on more. Any feedback is appreciated! ~Trinket.
  21. I have planned on making my own mod to re texture vehicles from other mod makers (with permission) and also edit the units to successfully recreate the Finnish Defense Forces. I was wondering how the exact process of packing together all the textures after making them and then uploading them to the workshop would work.
  22. Hi, I'm currently in need of a hummingbird / pawnee texture, however I cannot find one anywhere. All the ones I currently have looked at either lead to deadlinks or links to downloads where there is no pawnee / hummingbird texture. Would love if anyone had a link to a big list of arma 3 vehicles (hummingbird, blackfish, etc.) or a pawnee / hummingbird. Many thanks, anything is appreciated. ~Trinket.
  23. I have a roleplay community and I am looking for a texture artist who can design the vehicle textures and design a few insignias. I will provide all UV templates. Contact me here for details or on discord at: https://discord.gg/qsEEdYj
  24. I downloaded a psd texture of the A-164 (here). The file comes with 4 files (copies of each, 1 .tga and 1 .psd): plane_cas_01_ext01_co & plane_cas_01_ext02_co. ext01 is the main body / cockpit of the A-164 and ext02 is the wings and tail. I've edited both textures and have created a mission file and placed both .jpegs into it. I've used this script on the A-164 int: this SetObjectTexture [0,"plane_cas_01_ext01_co"] this SetObjectTexture [0,"plane_cas_01_ext02_co"] however only one of the textures loads on the plane, looking like this: I know I'm doing something wrong, and I'm wondering how I can get both the body (ext01) and the wing textures (ext02) to load on the plane at the same time? Any help is appreciated, Thank You.
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