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Found 120 results

  1. I'm having trouble getting my .JPG images to show on my model in game. (OFP GOTY) I made this Model in 3DS MAX 2010. Its a 3 level Complex. Some of these Textures Ive used in this model are textures ive used to retexture walls on other models. They work fine on other models. So I cant imagine it would be a problem with the pictures themselves. However they do not show up. In Oxygen (Objektiv2Light) I went to Faces/ Face Properties & i checked the Texture extensions. they all say JPG... I create the P3D & check it with Hex editor & they all say .JPG... still wont show up ingame. I even created a folder within the PBO called Data & i put copies of the .JPG's in there as well. I also converted them to all formats TGA Paa Pac just incase the engine will default to one of these. (Novalogic Engines do that with DDS & TGA so i figured id try it here) However no luck. I assume I must be doing something wrong in Oxygen (Objektiv2Light)... Any Ideas anyone?
  2. I'm doing some work on my mask layer and I'm running into an issue. I recently added a new texture (concrete) to add to my airport(s) and some other places on my terrain. After my first pass at editing the mask, updating Layers.cfg and other code, re-importing it into TB, regenerating layers, and packing it up, everything looked fine in game when observing the actual areas of the mask that I edited (See Image 1). However, areas all over the map that do not have the mask color for concrete now have the concrete texture merged into them or speckled about seemingly (See Image 2 & 3). Image 4 is my mask for the airport area and below all of the images is my Layers.cfg. Not sure what the issue is here so anyone who can shine light on anything would be a godsend. Much thanks! Images: Layers.cfg:
  3. Dear Community members. I want to know we could make a blur effect or texture on Dialog also how can i do for this?
  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. Hi y'all. Searched around and while others have had similar problems I haven't been able to find any help that might apply to me. Problem: Buldozer shows a 'blank' terrain, with a uniform white texture rather than the satmap or the close-up materials, after exporting layers and building terrain without errors. Like so. Here is a copy of my project folder. You can find the images in there, along with other files, and below are my layers and my .h files for ease-of-access: cfgclutter.h: cfgSurfaces.h: layers.cfg: Here's one of my three .rvmat files. The only changes I've made from the defaults is to reroute to the specific materials, and they're identical across the .rvmats (in terms of syntax): For reference, I've mainly followed the CPTNCAPS tutorial. Rebuilding my P: drive, Buldozer, etc. has not alleviated the problem, and my Buldozer config is default. I've redone the entire project from scratch up until this point and resulted in same problem. Can't find any immediately obvious errors, but I'm a newbie. I'd appreciate any help. (Also, I've run into another 'cannot find file P:/' error when trying to rebuild my layers, so if anyone can see any typos that I can't find, would help as well!)
  7. So I'm having an issue with setting a backpack skin onto my Altis Life server, before I continue I have posted on their forum as well but I can shake the feeling I'm a beggar when I post on there, I get the feeling the help is very, shall we say, limitied by choice, granted they are extremely helpful when they reply and I am very grateful for the help they provide but I kind of want to expand that help and not just confine it to the forum. Now to the issue. When I try and add the backpack skin in with the "if(backpackContainer player)" code my database throws a tanty and just gives me the 'request received from server.... validating' I've come to the conclusion that with the 'backpackContainer' part it's conflicting with the container sql code needed for housing storage. I'm fairly familiar with Arma coding but not that advanced to figure out a solution, so has anyone had this problem or doesn anyone know a solution the to problem, I'm at a loss as to fixing it. Thank you. (Please sir may I have some code?)
  8. Hello, I'am new here and i search on forum and read many manuals but have problem wich one i cant solve. In object builder i have all textures applied to model and have transparent like on this screen: but in-game i only see black backgrounds, i try wit mytexture_co.tga -> paa and witch mytexture_ca.tga -> paa and didnt work. What i do wrong? Sorry for my bad English. Cheers
  9. Hi all, I have been having an issue with getting the textures to 'take' on some items, it seems to change randomly every time I restart the game. See above all the uniform items have textures but not all the weapons, below the helmet and some of the weapons don't have the textures applying and the weapons that worked the previous time don't work anymore: However, when I restart the game, then it will randomly change which items get the textures. I am basically pulling my hair out at this error, has anyone encountered this before? Weapon Config: class CfgPatches { class Rain_Tex_MX { author="Rabid Squirrel"; addonRootClass="Rain_Tex"; requiredAddons[]= { "A3_Weapons_F" }; requiredVersion=0.1; units[]={}; weapons[]= { "rs_MX_Rain_F", "rs_MX_GL_Rain_F", "rs_MX_SW_Rain_F", "rs_MXC_Rain_F", "rs_MXM_Rain_F", "rs_MX_Black_Rain_F", "rs_MX_GL_Black_Rain_F", "rs_MX_SW_Black_Rain_F", "rs_MXC_Black_Rain_F", "rs_MXM_Black_Rain_F" }; }; }; class CfgWeapons { class arifle_MXC_F; class arifle_MXC_Black_F; class rs_MXC_Rain_F: arifle_MXC_F { scope=2; baseWeapon="rs_MXC_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MXC_Rain_F"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; }; class rs_MXC_Black_Rain_F: arifle_MXC_Black_F { scope=2; baseWeapon="rs_MXC_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MXC_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; }; class arifle_MX_F; class arifle_MX_Black_F; class rs_MX_Rain_F: arifle_MX_F { scope=2; baseWeapon="rs_MX_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_Rain_F"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_base_rain.rvmat", "rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; }; class rs_MX_Black_Rain_F: arifle_MX_Black_F { scope=2; baseWeapon="rs_MX_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_base_rain.rvmat", "rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; }; class arifle_MX_GL_F; class arifle_MX_GL_Black_F; class rs_MX_GL_Rain_F: arifle_MX_GL_F { scope=2; baseWeapon="rs_MX_GL_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_GL_Rain_F"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_base_rain.rvmat", "rain_tex\Rifles\MX\Data\xmx_glx_rain.rvmat" }; }; class rs_MX_GL_Black_Rain_F: arifle_MX_GL_Black_F { scope=2; baseWeapon="rs_MX_GL_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_GL_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_base_rain.rvmat", "rain_tex\Rifles\MX\Data\xmx_glx_rain.rvmat" }; }; class arifle_MX_SW_F; class arifle_MX_SW_Black_F; class rs_MX_SW_Rain_F: arifle_MX_SW_F { scope=2; baseWeapon="rs_MX_SW_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_SW_Rain_F"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_lmg_rain.rvmat" }; }; class rs_MX_SW_Black_Rain_F: arifle_MX_SW_Black_F { scope=2; baseWeapon="rs_MX_SW_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_SW_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_lmg_rain.rvmat" }; }; class arifle_MXM_F; class arifle_MXM_Black_F; class rs_MXM_Rain_F: arifle_MXM_F { scope=2; baseWeapon="rs_MXM_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MXM_Rain_F"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_long_rain.rvmat" }; }; class rs_MXM_Black_Rain_F: arifle_MXM_Black_F { scope=2; baseWeapon="rs_MXM_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MXM_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_long_rain.rvmat" }; }; }; Uniform Config: class CfgPatches { class Rain_Tex_Blufor { author="Rabid Squirrel"; addonRootClass="Rain_Tex"; requiredAddons[]= { "A3_Data_F", "A3_Weapons_F", "A3_Characters_F" }; requiredVersion=0.1; units[]= { "B_Soldier_01_rain_f", "B_Soldier_02_rain_f", "B_Soldier_03_rain_f" }; weapons[]= { "rs_Helmet_Kerry_rain", "rs_HelmetB_rain", "rs_HelmetB_black_rain", "rs_HelmetB_camo_rain", "rs_HelmetB_desert_rain", "rs_HelmetB_grass_rain", "rs_HelmetB_light_rain", "rs_HelmetB_light_black_rain", "rs_HelmetB_light_desert_rain", "rs_HelmetB_light_grass_rain", "rs_HelmetB_light_sand_rain", "rs_HelmetB_light_snakeskin_rain", "rs_HelmetB_paint_rain", "rs_HelmetB_plain_blk_rain", "rs_HelmetB_plain_mcamo_rain", "rs_HelmetB_sand_rain", "rs_HelmetB_snakeskin_rain", "rs_HelmetSpecB_rain", "rs_HelmetSpecB_blk_rain", "rs_HelmetSpecB_paint1_rain", "rs_HelmetSpecB_paint2_rain", "rs_HelmetSpecB_sand_rain", "rs_HelmetSpecB_snakeskin_rain", "rs_B_CombatUniform_mcam_rain", "rs_B_CombatUniform_mcam_tshirt_rain", "rs_B_CombatUniform_mcam_vest_rain", "rs_PlateCarrier1_blk_rain", "rs_PlateCarrier1_rgr_rain", "rs_PlateCarrier2_blk_rain", "rs_PlateCarrier2_rgr_rain", "rs_PlateCarrier3_rgr_rain", "rs_PlateCarrier_Kerry_rain", "rs_PlateCarrierH_CTRG_rain", "rs_PlateCarrierL_CTRG_rain" }; }; }; class UniformSlotInfo { slotType=0; linkProxy="-"; }; class CfgVehicles { class B_Soldier_F; class B_soldier_AR_F; class B_Soldier_SL_F; class B_Soldier_01_rain_f: B_Soldier_F { author="Rabid Squirrel"; _generalMacro="B_Soldier_base_F"; scope=1; displayName="Rifleman 1 (Rain)"; model="\A3\characters_F\BLUFOR\b_soldier_01.p3d"; uniformClass="rs_B_CombatUniform_mcam_rain"; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; class B_Soldier_02_rain_f: B_soldier_AR_F { author="Rabid Squirrel"; _generalMacro="B_Soldier_02_f"; scope=1; displayName="Rifleman 2 (Rain)"; model="\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass="rs_B_CombatUniform_mcam_tshirt_rain"; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; class B_Soldier_03_rain_f: B_Soldier_SL_F { author="Rabid Squirrel"; _generalMacro="B_Soldier_03_f"; scope=1; displayName="Rifleman 3 (Rain)"; model="\A3\characters_F\BLUFOR\b_soldier_03.p3d"; uniformClass="rs_B_CombatUniform_mcam_vest_rain"; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; }; class CfgWeapons { class UniformItem; class HeadgearItem; class Vest_Nocamo_Base; class U_B_CombatUniform_mcam; class U_B_CombatUniform_mcam_tshirt; class U_B_CombatUniform_mcam_vest; class V_PlateCarrier1_rgr: Vest_Nocamo_Base { class ItemInfo; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { class ItemInfo; }; class V_PlateCarrier2_blk; class V_PlateCarrier3_rgr: Vest_Nocamo_Base { class ItemInfo; }; class V_PlateCarrier1_blk; class V_PlateCarrier_Kerry: V_PlateCarrier1_rgr { class ItemInfo; }; class V_PlateCarrierL_CTRG; class V_PlateCarrierH_CTRG; class H_HelmetB; class H_HelmetB_paint; class H_HelmetB_light; class H_HelmetB_plain_mcamo; class H_HelmetB_plain_blk; class H_HelmetSpecB; class H_HelmetSpecB_paint1; class H_HelmetSpecB_paint2; class H_HelmetSpecB_blk; class H_HelmetSpecB_snakeskin; class H_HelmetSpecB_sand; class H_Helmet_Kerry; class H_HelmetB_grass; class H_HelmetB_snakeskin; class H_HelmetB_desert; class H_HelmetB_black; class H_HelmetB_sand; class H_HelmetB_light_grass; class H_HelmetB_light_snakeskin; class H_HelmetB_light_desert; class H_HelmetB_light_black; class H_HelmetB_light_sand; class rs_B_CombatUniform_mcam_rain: U_B_CombatUniform_mcam { author="Rabid Squirrel"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="B_Soldier_01_rain_f"; containerClass="Supply40"; mass=40; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; }; class rs_B_CombatUniform_mcam_tshirt_rain: U_B_CombatUniform_mcam_tshirt { author="Rabid Squirrel"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="B_Soldier_02_rain_f"; containerClass="Supply40"; mass=40; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; }; class rs_B_CombatUniform_mcam_vest_rain: U_B_CombatUniform_mcam_vest { author="Rabid Squirrel"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="B_Soldier_03_rain_f"; containerClass="Supply40"; mass=40; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; }; class rs_PlateCarrier1_rgr_rain: V_PlateCarrier1_rgr { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; class ItemInfo: ItemInfo { hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; }; class rs_PlateCarrier2_rgr_rain: V_PlateCarrier2_rgr { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; class ItemInfo: ItemInfo { hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; }; class rs_PlateCarrier2_blk_rain: V_PlateCarrier2_blk { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; class rs_PlateCarrier3_rgr_rain: V_PlateCarrier3_rgr { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; class ItemInfo: ItemInfo { hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; }; class rs_PlateCarrier1_blk_rain: V_PlateCarrier1_blk { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; class rs_PlateCarrier_Kerry_rain: V_PlateCarrier_Kerry { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; }; class rs_PlateCarrierL_CTRG_rain: V_PlateCarrierL_CTRG { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; class rs_PlateCarrierH_CTRG_rain: V_PlateCarrierH_CTRG { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; class rs_HelmetB_rain: H_HelmetB { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; class ItemInfo: HeadgearItem { mass=30; uniformModel="\A3\Characters_F\BLUFOR\headgear_b_helmet_plain"; modelSides[]={3,1}; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; class HitpointsProtectionInfo { class Head { hitpointName="HitHead"; armor=6; passThrough=0.5; }; }; }; }; class rs_HelmetB_paint_rain: H_HelmetB_paint { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_rain: H_HelmetB_light { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_plain_mcamo_rain: H_HelmetB_plain_mcamo { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_plain_blk_rain: H_HelmetB_plain_blk { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_rain: H_HelmetSpecB { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_paint1_rain: H_HelmetSpecB_paint1 { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_paint2_rain: H_HelmetSpecB_paint2 { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_blk_rain: H_HelmetSpecB_blk { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_snakeskin_rain: H_HelmetSpecB_snakeskin { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_sand_rain: H_HelmetSpecB_sand { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_Helmet_Kerry_rain: H_Helmet_Kerry { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_grass_rain: H_HelmetB_grass { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_snakeskin_rain: H_HelmetB_snakeskin { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_desert_rain: H_HelmetB_desert { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_black_rain: H_HelmetB_black { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_sand_rain: H_HelmetB_sand { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_grass_rain: H_HelmetB_light_grass { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_snakeskin_rain: H_HelmetB_light_snakeskin { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_desert_rain: H_HelmetB_light_desert { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_black_rain: H_HelmetB_light_black { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_sand_rain: H_HelmetB_light_sand { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; }; Thanks in Advance! EDIT: It doesn't happen with the Uniform, that seems to be the only reliable one (The texture will show everytime).
  10. Hi there! I have recently started noticing a strange graphical glitch. In low-light conditions (evening generally), textures are sometimes covered up with black shapes for a short period of time. I suppose the glitch has something to do with the lighting effects. I tested this using the Eden editor. I put a lightsource next to a furniture prop in editor and set the time to seven o'clock in the evening. Now, when I shot the prop it flickered black for a second, I suspect due to the muzzle flash of the gun that temporarily lit the surroundings. The same artifacts appear over explosions at times. I let a helicopter crash in Eden editor once and the resulting explosion was partly covered in a black shape that went away after a second. Strangely, this only happens from time to time and can often not be reproduced. I wonder if this might be related to my graphics card. My drivers are up-to-date and my GPU is only half a year old. I hope somebody can help me with this. Thank you for any suggestions! Here are a few screenshots of the issue: http://steamcommunity.com/profiles/76561198059934509/screenshots/
  11. Greetings everyone! As you read in the title, the issue I'm having is that my texture doesn't get applied to the custom model that I made unless I force my newly made character to have a specific texture. This is a problem as the model needs to be capable of having multiple textures and I think it's kind of silly to make a new character for every texture. Underneath I'll post some pictures/code that should give you a clear look on what I did and probably done wrong: Faulty config.cpp: http://pastebin.com/NtLUGfrw Config.cpp with fixed texture: http://pastebin.com/1AzLcWMz O2: Ingame result:
  12. As of Dev Branch 1.59.135843 (May 4, 2016), the ground textures do not match the satellite or mid-range textures in some environments on Altis and Stratis. I believe that this is a result of the new lighting. The new appearance of the ground textures is a lighter dead grass color, allowing the US Multicam uniforms to do their job, but as you get farther away it turns the ground back to a dark green color. This makes it very difficult to know if you and your team are concealed or not and also makes enemies easier to spot (which is no fun if they're supposed to be hiding). I'm not sure of any easy solutions to this, as re-painting the entire map texture will take quite some time. Here is a view from close-up: And from far away:
  13. Hello! Today I've been having an issue that I never had before. I been using a custom face for about 1-3 months and it always worked fine - both multiplayer, singleplayer, editor: and etc. Now, recently, and ever since yesterday; for some reason, it just appears blank - but only to myself. My friends and the other people who I play with can see the face perfectly fine, but it looks textureless to me; just plain white. What could be causing this and how do I fix it? I've tried re-making the texture, removing and readding - but it's still all the same? Thanks very much in advance.
  14. Hello, retexturing the Vermin .45 SMG (Vector/SMG_01) is currently impossible, I`ve been told by [da12thMonkey] that it seems its .p3d is not set up for using hiddenSelections and hiddenSelectionsTextures via config file. I`ve been trying to retexture some of the vanilla weapons and got the Mk18 (M14EBR/srifle_EBR_F) aswell as the TRG21 variants (TAR-21/arifle_TRG21_F/arifle_TRG21_GL_F) working with a custom texture by creating a new class from each of the weapons mainclass. As to the Vector, I had no such luck, the weapon kept its original texture no matter what. Any chance that the vector`s .p3d will be changed in a future update to accept hiddenSelections and hiddenSelectionsTextures?
  15. Hey eh, if someone could do me a favour and add some light bars to my vehicles? ive already asked how to do that here https://forums.bistudio.com/topic/188681-add-police-light-bars-to-mod-vehicle/ but even if i get a reply im probably horrible at it :D If someone could do what i discribed in my linked post that would be amazing :)
  16. Hello again! Alright so, I was wondering how to do this; There's certain items that I want to modify/replace the way they look during an ENTIRE mission - since these objects are spawned through scripts, I can't edit their "init's" to set a texture on them - so I was wondering if there's a script I can run during the entire mission to ALWAYS replace a certain objects texture I tried looking and I found a little about "setObjectTexture" but I'm not very sure on how it works. Though, I'm looking for something like; for example: BackPack_1 replace with "texture1.paa" (This is only for backpacks, uniforms, helmets and vests!) and each time it spawns, it'll have that texture instead of the default automatically. Thanks!
  17. 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?
  18. Ok, here's the problem. I have a vehicle for which i've baked ambient shadow map (_as) in Blender. So far it works good but one problem arised. Of course the wheels were partially in shadowed area while baking so they have a partial shadow map now on the AS texture. Problem is, as the wheels turn, the shadow map turns aswell which obviously looks wrong. Although i guess to know the answers (remove wheel parts from AS map) i would like to know if there is a way to stop AS map rotating with the wheels. Any input welcome
  19. Is there any way to detect when a player picks up a weapon and return what weapon it is? Pick up could mean from ammobox, ground, vehicle, corpse, ect...
  20. In Porto, everything seemed normal, same for the soldiers there. Just another routine patrol. But this time, it goes horribly wrong and the soldiers find themselves fighting for their lifes. Can you survive? http://www.youtube.com/watch?v=lKVrRQQNDBs Rate, Comment and Subscribe! The mission is avalible on www.armaholic.com and is currently on the front page.
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