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Found 5 results

  1. 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.
  2. I have made a retextured version of a weapon, the KAC PDW by Robert Hammer. I want to make this into its own mod, or at least make it so that both my retextured version and the original version can be added into the game at the same time. Currently, when I add the original and the retextured version, the retextured version "overrides" the original, and it also does not let me add attachments or change the fire rate. I would be very grateful if someone knew how to fix this.
  3. I'm trying to retexture the AAF officer but I'm running into difficulties with my config. I've defined the hidden selections and the their locations but still my retexture fails to appear - I end up with an invisible chested guy (although the trousers appear). I've professionally (!) retextured original .paa file to a Grenadier Guard as one can see. I've posted my config below for anyone who can spot the issue. I apologize in advance for any obvious mistakes - this is my first shot at retexturing in A3! My config
  4. 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?
  5. When applying text to a Strider template in Photoshop CS6, the text appeared correctly on one side and upside down on the other side in-game, however I found no fix to make both sides correctly orientated. Any help would be appreciated. Images: http://imgur.com/ogIiA8p,axUMElt,zR5ffNh#0 = shows template with text in photoshop http://imgur.com/ogIiA8p,axUMElt,zR5ffNh#1 = shows correctly orientated text http://imgur.com/ogIiA8p,axUMElt,zR5ffNh#2 = shows incorrectly orientated text
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