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Found 13 results

  1. Hello, I tried already many other Versions of Liberation Mods in the Arma Workshop from the Maps: Rosche / X-Cam-Taunus and Altis. The weird thing is that none of them are working and giving me this paa Missing error, except the Liberation of Altis.
  2. Hello ! I recently released a new singleplayer scenario called "The Bunker", where i added custom textures to uniforms on the player and some AI. It worked well when i made some tests from the editor, but since i released it on the workshop and tried it as a new subscriber from the main menu and not as the "developer" from the editor, the texture doesn't apply at all on the player, which is then the vanilla camo, but it works well on the AI... The original texture is in a PAA format, but i also tried the JPG version and it still doesn't work Here is the command i put on the player init: kerry setObjectTexture [0, "urban.paa"]; kerry is the name of the player unit. I saw many posts about similar problems for the multiplayer category, but didn't found anything for the singleplayer one... and i don't know at all what could cause this. If someone have a solution, i would really appreciate, as i'm a little embarrassed since i published it on the workshop recently. Thank you in advance for your answers
  3. DangerousJ

    Change flag on gear

    So i've found an excellent gear mod. The only problem is the french flag patch on those plate carriers, helmets etc. Do i need to make a completely new mod or can i just delete the files with the flag patch? Or asking dumber, how can i make it go away 😄 Thats the mod i am talking about. If you have an answer it would be nice if you could send a link to an tutorial or maybe even an edited version of that mod 🙂 https://steamcommunity.com/sharedfiles/filedetails/?id=846603147 Thank you 🙂
  4. I've been getting into re-texturing recently. i have noticed that the re-textured units have low resolution. i'm putting the blame on the conversion from jpg to paa using TexView2. i was wondering if there was any way to have the final paa file have higher quality. Thanks! EDIT: i converted the gimp file into TGA instead. But now Texview 2 and image2paa wont work. they both fail to convert
  5. Hello everyone, I have been trying to add custom materials to kenoxite's OFP Materials 1.2. I've added quite a lot of stuff successfully by unpacking pbo's, writing down all the PAA and PAC filenames and added to the config.cpp for OFP Materials. However, I do have problems with two particular addons; SPD Jungle Special Forces and SPD Desert Special Forces. For some reason I cannot unpack these. I've tried UnPBO, PBOTool, WinPBO to no avail. Either I get an empty folder or just a logfile. The creator of the two addons have provided a config.cpp for each of them which lists some of the texture files, but only for wounds. In other words, some parts of the models (backpack and part of the boonie hat for instance) are not impacted by OFP Materials and are therefore much brighter than anything else. I haven't dabbled with these things before, and I was hoping that someone could give me an advice on how to get the list of PAA and PAC files in these two addons respectively. Many thanks in advance. Cheers.
  6. Just like the title. I basically want to have two (or more) of the same vehicles to be one blue and one red. I know some basics on scripting but I could not find anything on how to go about this. I can only assume I make a solid red and solid blue .paa and fine some script to say "make color car1 "red.paa" or whatever. I appreciate any feedback or comments.
  7. I took a launcher where the reticule didn't actually correspond to the ammo it was firing. I found the .paa file for the reticule. I fixed the lines on the .paa file - saved as a new one. Now i want to replace the texture on the launcher's scope with my new one. Only I can't find the line in it's config that points to the reticule texture. I was expecting something like scopeOptic = addon\data\myReticule.paa How do? Cheers, Law
  8. Hello. I cant find C_IDAP_Heli_Transport_02_F ( Laws Of War DLC new helicopter : EH302 ) PAA files. Please help me guys. Wheres the EH302 files in Arma 3? ....
  9. Leviat

    .paa plugin

    Hello, my pleasure, I'm a Brazilian who needs help, I remember that before my last format I found a plugin for editing images .paa by photoshop, but unfortunately I did not find it any more. I would like to know if someone has it or knows where I can find it, even if there is the text2view tool I think I can do the editing and conversion only through photoshop, easier than going through two programs.
  10. This weird thing happened to my textures after I reset the texture-location to work without "P:\" in object builder. In buldozer everything looks fine but after packing the addon the texture doesn't show any transparency anymore. Can anyone please tell me: what have I been doing wrong?! (As long as the texture assignment was reffering to my project drive the textures did look fine ingame as well. - of course that's no solution when you want to publish your work :-P)
  11. Error4004

    Locate a paa file

    Hello guys, In which PBO files can I found the paa files of the Syndicats outfits? I explored all the PBO named with "characters" in the Addons folder without finding them. :/ I am particularly looking for this one : Thanks!
  12. Hello everyone, I found a bunch of whiteboard briefing textures in .paa format in the a3 directory hopefully you'll find these useful \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_air_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_autonomous_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_expo_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_ground_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_water_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_blufor_weapons_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_air_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_autonomous_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_expo_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_ground_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_water_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_independent_weapons_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_air_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_autonomous_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_expo_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_ground_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_water_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_faction_opfor_weapons_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd05_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd07_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd06_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd08_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd09_co.paa \a3\missions_f_gamma\data\img\whiteboards\whiteboard_sp_fd10_co.paa \a3\missions_f_epa\data\img\whiteboards\mapboard_altis_c_in1_co.paa \a3\missions_f_epa\data\img\whiteboards\mapboard_stratis_c_in1_co.paa \a3\missions_f_epa\data\img\whiteboards\whiteboard_a_in_camp_co.paa \a3\missions_f_epa\data\img\whiteboards\whiteboard_a_in_lz_co.paa \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m01_co.paa \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m02_co.paa \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m03_co.paa \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m04_co.paa \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_m05_co.paa \a3\missions_f_epa\data\img\whiteboards\whiteboard_briefing_a_out_co.paa \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_hub01_co.paa \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m01_co.paa \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m02_co.paa \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m03_co.paa \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m05_co.paa \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_m06_co.paa \a3\missions_f_epa\data\img\papermaps\papermap_briefing_b_out2_co.paa to apply these. You can use an empty whiteboard with the following in the init: this setObjectTexture[0,"InsertPAAPathHEre"]; Picture 1 Picture 2 Picture 3 Picture 4
  13. Hello, I have a P3D model but I want change path to PAA files in this model, how can I do it? Is there some easy way? Second problem: I have my Units, but when I spawn then. They have all faces from ARMA3. Is there some way, how can I set only Europan faces? And Can I disable goggles, mask, etc? Thank you, Phil
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