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Found 13 results

  1. Screenshots: "- [ Screen 1 ] - [ Screen 2 ] - [ Screen 3 ] -" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Download: To download my ArmA 2 Profile Editor tool visit my website: "www.Zey64.net" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Features: Easier editing and managing of player profiles for "ArmA 2" & "ArmA 2: Operation Arrowhead". Overview of all face and glasses classes for you character. (Face Customization!) Custom face and glasses support. You can enter a longer player name. Duplicate current player profile with all saved settings ingame. (Duplicated profile have "_2" postfix) Creates new player profile for "ArmA 2" & "ArmA 2: Operation Arrowhead". (the profile has the default settings!) File status check. (shows which files are already included in the profile and which are not) Single files like "*.ArmA2Profile" or "*.ArmA2OAProfile" can also be loaded. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Alternative option: If you don't want to use my tool or it doesn't work on your device, i have another alternative to change your character design! Here you can find the list of all face and glasses classnames that you can use in the game. ::: "ArmA 2 Faces" & "ArmA 2 Glasses" - Library ::: Tutorial on how to edit without the tool can be found here: Set Class Yourself ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Don't be surprised if the changes are not visible in the player profile, but they will be visible in the game. Works in Singleplayer and Multiplayer mode. Have fun. best regards - Zey64
  2. Hey everyone, I got a real quick question. So, I've started making a lot of custom factions with the ORBAT tool, and I'm looking to create custom camo for different uniforms in order to make certain factions for my unit's campaigns. To get to the question itself, I've extracted the .paa file from the .pbo, I've converted it into a .png using TexView 2 from ArmA 3 Tools, and now I'm stuck at Photoshop since there are no templates that I've found I ran into a problem. I tried using Overlay to apply my camo to the .png, I removed the boots, belt, and whatnot using selection so they don't get affected. But my problem is this, whenever I apply my fairly bright camo to the darker variant from RHS, it darkens my camo, basically ruining it, the old camo is still very much so visible below it and all the little details like the folds and stretching in the clothing, where the clothing bundles up and the stitches all of it just is either barely visible or gone. From what I saw I seem to need a template to properly do this, so I can apply my camo over theirs, but I haven't found a template. I know people have managed to retexture before and I asked RHS but they say they can't provide the .PSD files which I completely understand. So is there a way for me to retexture this and how did the other people do it, since I was quite a few retextures both big mods and small private ones.
  3. Ample Camo Pack Contains 73 items retextured 60 times, for a total of 4380 new pieces of equipment Each camo set has its own PBO, so you can pick and choose the camos you want to use. Just keep acp_main Create a copy of the "@Ample Camo Pack" folder, then delete each addon PBO. Each camo set is only 50-60mb. Camos: For the following items Headgear: Uniforms: Vests: Backpacks: Facewear: Get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2793899850
  4. Hey folks! (long wall of text ahead) Some time ago there was a post by Kiory about a really cool accidental discovery he had with Arma materials: https://forums.bistudio.com/topic/175495-opticalactive-camo/ And for some time I've been working on reproducing the effect and wanted to share current progress to you all since with the help of mr. zantetzou I've had some breakthrough with the technique. For background: In his post Kiory mentioned the basics on how the effect is achieved: By applying a 0 alpha (completely see through) _CA texture on the model in question and applying an .RVMAT with PixelShaderID="Refract"; and VertexShaderID="Super"; and with that I began experimenting on my own some time ago, but did not get as good results in the progress as every time, no matter what the model I applied my 0-alpha texture and my refracting material the model always had this white sheen to it. Except on the move when it looked about what I was hoping to achieve. Finally some progress: After 143 trial .RVMATs I dropped the testing in frustration as nothing seemed to change no matter what attributes I changed and couple of days ago picked up the project again after being contacted by zantetzou as he too was interested in creating "optical camouflage" material for his own project. He in his own trials had used almost identical set up with the texture and material BUT had achieved proper effect in one of the VR objects. When we exchanged our findings I too were encouraged to try out some of the VR objects and the refracting materials and ALAS for some they worked and provided identical results that Kiory had show in his video. This progress now gave me the boost to write here in hopes that others interested in the matter can partake in the trials in order to find how this works. Here is the .RVAMT i've used. 0 Alpha see through texture im sure everyone can make. Pictures: And here are couple of screenshots on how it looks after application on different models: Before: After: Theorizing: Notice the difference between the VR objects on the left and my test man with different material combos on the right. The white sheen is obvious and something that happen on all other objects me or zantetzou have tried but the VR objects the effect is working (maybe it works "wrong" on them in a way, but it looks the like what we would like to use) but so far I have not figured out why. Currently I've theorized that whatever the texture/material combo the model originally has somehow affects how the refracting shader works on them and thus I have extracted the texture/material paths applied on the VR objects via hiddenSelectionsTextures[] and hiddenSelectionsMaterials[] in their configs and tried to apply the same ones on my test man in the pictures. This however did not produce the any results and so I am here asking if anyone else has ideas on how to proceed from here. I've been considering the possibility that man character is drawn somehow different from static objects and as my next step I will make a static test object to see if theres any difference there. For some reason the white sheen also disappears in some angles and when the object is looked at from high speed, or the objects moves fast: Shot this one when running past the testman: Known objects it works on: So far following objects have show the refracting shader as in the picture on the left: Sphere (200cm) / Sign_Sphere200cm_F VR Wheeled APC Target / Land_VR_Target_APC_Wheeled_01_F VR Tank Target / Land_VR_Target_MBT_01_cannon_F VR MRPA Targetr / Land_VR_Target_MRAP_01_F VR Wall / VR_Billboard_01_F Thanks for reading this far: And I would suspect that it would work on some other VR objects like the sphere that are somewhat see through/emmisive to begin with. I will continue working on this since I really want to make a scifi optical camouflage ghillie suit for our mod and eventually when we get back to our C&C mod this effect would be quite essential for Nod Stealth Tanks. If you get any ideas on what makes this work, don't hesitate to post on this thread!
  5. marki980908

    RVMAT files

    I am trying to make an active camo script. Topic 3 years ago discussed that using this: would allow players to achieve that (semi transparent vehicles etc, What I did, I took a random rvmat file from the game, copied it, unbinarised it into .cpp and replaced most of it with the script above. However when I try to replace some texture with new RVMAT file, game just crashes. Any idea what is wrong? PS. finished version should look something like this: https://gyazo.com/1cf752018440e580a91a42c683f1cf6c Or this: https://gyazo.com/69e19eb9a720b3acf19bb1734758d951 Edit: One of the first comments said this, maybe it will help "I found a very simple solution to the first method...the original texture for the vehicle/object must end with _ca, it seems like the alpha is only added with the orginal texture..and works great with moving vehicles."
  6. There are some scripts for vanilla arma that you can use to get an AAF Pawnee or something like that i wanted to try it with modded vehicles i use cup vehicles and there is a AH-1Z with AAF camo i wanted to put the camo on the Apache because they look kinda similiar and it might look good i tried alot of pathways but it didnt work it just makes the body of the vehicle invisible and thats it when you put a pawnee reskin on a slammer it just looks weird and it doesnt go invisible im just gonna dump in all the pathways i have and some pictures. this setObjectTextureGlobal [0,"A3\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\@CUP Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\!Workshop\@CUP Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\!Workshop\@CUP_Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"];
  7. when I rename the DUWS mission in order to be able to play on different maps like Tanoa, I still have aproblem: all the units are wearing arid camo and the vehicles have the wrong color as well. how to I fix this? Is there a way to replace the units or add additional ones?
  8. I am new to working with Cfg's and I have been working on adding some more camo textures to a jet however, the option of them appear in-game but when I click on it, the texture stays the same, can someone perhaps point me into the right direct? Also, how can I make a vehicle show up on a certain side, so like if I was to try and get a jet to appear in the editor what would I put in the .Cfg to make it show up. Thanks in advance!
  9. A small mod that currently adds three camouflage patterns for the M88 uniform: - East German "Rain" - Cuban "Elm Leaf" - Czechoslovakian "Needles" The goal is to eventually add more camouflage of nations hostile to NATO and the United States during the Cold War. http://steamcommunity.com/sharedfiles/filedetails/?id=1124452523 Please post if you have a problem with it, or a suggestion on how to improve it. If you have any sample textures to provide or point to that would be great as well. A lot of non-Western camo is obscure and hard to find images of.
  10. Hello friends, This is Dagger Weapons (and ballistics) for Arma 3. You can download it here: Armaholic: http://www.armaholic.com/page.php?id=30170 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=639464956 Six Updater: http://withsix.com/p/arma-3/mods/BwbgUy_jqEipuxRIarFMRg/Dagger-Weapons-for-Arma-3-%28and-ACE-3%29 It adds many new sniper rifles and a wide variety of ammo types, wich use ACE 3 Advanced Ballistics parameters. All ballistics data is based on real life coeficients and you can play the game using your real life ballistics calculator, as well as the ACE 3 ballistics hand held and rangecards. The rifles are based on the wonderful Bohemia´s sample models for Arma 2 and come with many added features like iron sights, rails, etc, and they are painted in many different realistic official camouflage patterns. There are also some hand painted rifles, made using sniper´s real life techniques. Manual, and signature included. No more LEA config file because people use Virtual Armoury now. I hope you enjoy playing Dagger Weapons & Ballistics just like I´ve enjoyed making it. Cheers! photo hosting Requirements ACE 3: http://www.armaholic.com/page.php?id=28557 CBA: http://www.armaholic.com/page.php?id=18767 Extra Notes There are optional configs allowing to use Dagger magazines with Massi weapons, SMA and the 3 RHS´s. BC´s come from Bryan Litz books and they were all set to G1 for the sake of comparison with other calibers with less info on them. Current Version V4. Invitation To My Fellow Moders Hey guys, if you make weapon mods and would like to add my ammo and magazines to your mods it would be an honor for me. Please, contact me so that we can advance this idea together! Special Thanks BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. Team Dagger Digao.pf, beta tester, arts suggestions, military research, logo. ToreDL87, supporter. Irvin_Mainway, military research and beta tester. VekongMaster, military research, beta tester. Sorophx, Arma3 youtube video. Multiplaneta, mods research, Arma2 youtube video, beta tester , military research, animations. Feltz, beta tester. Dagger, project leader, 3D reticles, texture, specular and bump maps, manuals, FOV math, ballistics, configs, military research, beta tester. Changelog V1: First release. V2: Added bump maps and specular maps to the weapons, added new ammo types, improved the weapons 3D models. V3: Synced with Steam Workshop. V4: Shared a sudy on Arma 3 ballistics, revised the penetration and damage system, fixed some .308 BC´s, made the ammo SMA, RHS and Marksmen DLC compatible and removed the message at the startup, fixed some rifle dispersions, added different shot sounds, added HP ammo to .300 blackout and 6.8 SPC calibers, fixed assault rifles magazine muzzle velocities to match ACE rifle barrel length parameters. Reduced weapons mass to allow carrying them inside backpacks with other stuff.
  11. Hi Gods of Arma ! I'm Mikidave89 from LasKoTeaM clan and this is my first mod. Basically one day I opened YT, watched a tutorial video about retexturing unit by AstartesGaming and started doing my camos using his own templates. Every pattern used has been downloaded from the web, mainly from punchface.com, so I absolutely have no right on those images. Thx to camopedia.org too for its precious database. I haven't a real aim, I just did some camo I liked. Sometimes because I love history and I wanted something specific, other times because they just looked good. Uniforms I give to the community (not everyone in the picture): 1. Lizard Rhodie: my first experiment, it merges classical french Lizard with Rhodesian camuflage. [2nd from left] 2. CADPAT: Canadian Pattern, the very first "pixel" pattern. Also in "arid" colours. [in the middle of img] 3. AUSCAM: Australian Camo [3rd from left], also in desert variant. 4. Iranian Marines DPM, I think it's my favourite. [4th from left] 5. Iranian "2013": pixelated and desert. Also in CSAT style. [1st from left] 6. "Raider": called as a player friend of mine that asked me to create it. There are woodland, urban and jungle version. [those 3 on the right] 7. Swiss '83 camo, so you can play neutral while your friends are killing each other xD [not in the img] For each camo there are an helmet and a cap. There are few vests. You can imagine this is all WIP :) I hope to update this mod once a month or two. My To Do List is veeery long: - create faction (seriously) - more camos - give every pattern an helm, cap, one or two vests -------> oh dear! go look canadian vests! You'll love them! - adjusting all secondary stuffs (icons, etc) - retexturing vehicles ?? I really hope to count on community support to make this mod to grow! OFC every file, image, code is free to use for every modder. Sorry for my bad English. 0.1a download Drive https://drive.google.com/open?id=0B1nygrZvwVe3QTFrSVVqaDFkTDQ Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=870277331
  12. Hello everyone, being thinking at the new 64 bit support of the game being worked on and jet DLC and all of the other stuff and what i have to say is: wow great can't wait! but: talking about Apex expansion being released since July 2016 (7 months ago) i have the impression of sitting in front of an unfinished job. We've paid for the expansion, which is not a common DLC but an expansion and i have the feeling that NATO is a little bit "left behind". I mean the tan camo for vehicles in a pacific jungle environment is somewhat ridicolous and i was asking to myself: will BIS ever make those vehicle in proper camo pattern? ATM the expansion seems to be CSAT focused, but i believe talking about an expansion which is not only a Faction DLC but an expansion, all of the NATO vehicle must have proper camo pattern. Talking about an expansion i would recall Operation Arrowhead quality design and content additions and upgrades (proper camos, proper units exc.). Now, why Apex has basically a totally reworked (very well) faction, (i mean CSAT), new faction syndikat which is great, CTRG which is great, but it is a marginal faction for mission making because they basically are special forces and nothing more and Gendarmerie which is another marginal faction, but not a total "conversion" of the NATO faction which is a major faction expecially talking about mission making? Talking about DLCs: I have to say that we're talking about paid additional content, i want to support BIS as i want new stuff as well, so i bought all of them, but for an example if i want to make a Ground Support mission on the Expansion's map (which is an aweeesssome map), of Tanoa i will not have Tropic pattern soldiers, because i can't choose the NATO pacific or CSAT pacific factions in the modules and the same goes for Sites modules and some weapons of the marksman DLC do not have tropic pattern and not all of them has at least khaki color. So my questions are: Will all of this left behind job ever be worked on or is it abandoned in the shelf of the office? Will we get the same great support that we saw time ago about other armaverse expansions? Are there any official statement about these matters around? because i can't find them. thanks in advance. Personal statement: I love to make missions and scripts but sadly i don't love being forced to install mods for fixing left behind job and forcing my community to download such mods.
  13. mathias_eichinger

    Quama Alpha camo uniform

    Author: mathias1978 Author Website:http://mathias1978.deviantart.com/ Requirements: No addons required Version: 1.0 Signed: No Short description: This mod adds a retextured NATO uniform in QuamaAlpha pattern, a renamed pattern provided by AlligatorFists (http://alligator-fists.deviantart.com/). This pattern appears to be suitable for typical temperate ArmA3 environments.The Uniform itself is also available in the Virtual Arsenal, and in-game there is a Rifleman unit to be found under BLUFOR-->NATO-->Men--> Rifleman Quama Alpha uniform. This is my first addon, more with more clothing is likely to follow! Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. csdf13 & NocioSolo for publishing a most basic infantry addon - providing me with a door into ArmA3 addon making! Without you, this addon would not have been possible. AlligatorFists for his "Steal this pattern" initiative - lots of patterns to be found and tested in the nice 3D environment of ArmA3. Download: http://www97.zippyshare.com/v/crs3eTWz/file.html I could need advice on how to upload this on Steam workshop - Publisher always says there is a missing addons folder or the addons folder is outside of root directory (apparently, Steam also does not like pics and readme inside the folders, I already tried uploading without them).
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