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Found 25 results

  1. Hi, is there any code or other way to get textures path to a vehicle, so I can use setObjectTextureGlobal when I spawn it? I have found this on internet but even I can say its deeply wrong _vehicleType = typeOf cursorTarget; _textureSets = "true" configClasses (configFile >> "CfgVehicles" >> _vehicleType >> "TextureSources"); _availableTextures = []; _textureSets apply { _colorName = configName _x; _textures = [_x , "textures", []] call BIS_fnc_returnConfigEntry; _availableTextures pushBack [_colorName, _textures]; Gives me error "Missing }" when used in debug console.
  2. 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
  3. BleazyHD

    the skin on vigor

    I ask myself the question and I would like to understand why all the skins have belts over their jacket does that have a meaning ?
  4. Hey, I've started to make some skins for cars for a RP server, and after testing them, I have faced a problem with the color of the skin. The original color is blue but in game it turns blue for an unknown reason. here are some screens:
  5. shadowhunter123

    Project Livonia

    WELCOME TO: Ladies and Gents! I present to you the newly re-textured/added assets to the LDF Faction in-anticipation for the upcoming Contact DLC. Hope you all enjoy! DOWNLOAD: PROJECT LIVONIA (ALL IN ONE) Version 1.0 CH-49 MOHAWK DOWNLOAD: Livonian CH-49 Mohawk Version 2.0 (New Texture Update) F-149 Gryf Bajeczny DOWNLOAD: Livonian F-149 Gryf Version 2.0 OT-12 Czar DOWNLOAD: Livonian OT-12 Czar Version 1.0 AWC-304 Nyx DOWNLOAD: Livonian AWC-304 Nyx Version 1.0 MBT-31 Leopard DOWNLOAD: MBT-31 Leopard Version 2.0 (New Texture Update) Pandur II DOWNLOAD: Pandur II Version 1.0 (Newly Released) What's inside: CH-49 Mohawk LDF Camo Livery (Standard Military) Aircraft Grey Livery (Rescue) Dark Green Livery (Night Operations, Air Interdiction Patrols) Ranger Livery ( Air Interdiction Patrols, Local Law Enforcement) Rescue Livery (Emergency Rescue) F-149 Gryf LDF Camo Livery (Standard Military) *Updated* Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) OT-12 Czar LDF Camo Livery (Standard Military) Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) White Livery (Whatever you want it to be.) Ranger Livery (Forest Ranger Livery) AWC-304 Nyx LDF Camo Livery (Standard Military) Autocannon Configuration (Anti-Infantry) Anti-Tank Configuration (Anti-Armor Operations) Anti-Air Configuration (Anti-Air Operations) Recon/Radar Configuration (Recon/Surveillance Operations) MBT-31 Leopard LDF Camo Livery (Standard Military) Pandur II (IFV) LDF Camo Livery (Standard Military) Add-on Locations: Mohawk: INDEP > LDF > Helicopters > CH-49 Mohawk Gryphon: INDEP > LDF > Planes > F-149 Gryf Bajeczny Czar: INDEP > LDF > Planes > OT-12 Czar Nyx: INDEP > LDF > Tanks > AWC 304 (Autocannon, AT, Recon) Nyx (AA): INDEP > LDF > Anti-Air > AWC 304 (AA) Leopard: INDEP > LDF > Tanks > MBT-31 Leopard Pandur: INDEP > LDF > APC > Pandur II *Optional liveries can be found in the livery editor.* LDF Fighter Pilot: INDEP > LDF > Men > Fighter Pilot REQUIREMENTS: You MUST have purchased the Contact DLC. (All mods PR: Livonia releases use Contact Assets) Gryphon MAY require Jets DLC. Czar MAY require Apex DLC. Nyx MAY require Tanks DLC. Message of Thanks: A big shout-out to all of you who helped me out on Reddit and the Bi-Forums (Mug Runcher) for making this possible! Looking forward to bringing you more content in the future! If you haven't already, please don't forget to like and leave a comment! Would love to hear the feedback.
  6. Hello everyone: I need help deciphering what I am doing wrong when setting up my new balaclava. I already made several new textures for the vanilla arma3 balaclavas previously without problems. class CfgPatches { class TCGM_BanBal01 { units[]={}; weapons[]= { "TCGM_BalaclavaTI_JapR", "TCGM_BalaclavaTI_Skul", "TCGM_BalaclavaTI_SkulArdiDig" }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_BalaclavaTI_JapR: None { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_JapR"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBHanRed"; faction="TCGM_SF"; model="\A3\Characters_F_Exp\BLUFOR\G_Balaclava_TI_F.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_JapR_co.paa" }; identityTypes[]={}; mass=6; }; class TCGM_BalaclavaTI_Skul: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_Skul"; displayName="$STR_TCGM_BB1SBSkBlk"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_Skul_co.paa" }; }; class TCGM_BalaclavaTI_SkulArdiDig: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_SkulAridDig"; displayName="$STR_TCGM_BB1SBSkDigAr"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_hex_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_SkulHex_co.paa" }; }; }; Now I am starting to make my own models and have been successful in virtually the entire process... I have the new balaclava in the game working properly, with the default texture that I have embedded in the model. But I could not add a second texture as I did with vanilla balaclavas before. A second balaclava appears in the game but with the same texture as the first. class CfgPatches { class TCGM_BanBal02 { units[]={}; weapons[]= { "TCGM_Balaclava_Blk_Scrp" "TCGM_Balaclava_Blk_NoMask", }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_Balaclava_Blk_Scrp: None { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_Scrp"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBBlkScrp"; model="\TCGM_BanBal01\Models\TCGM_Balaclava_Blk_Scrp.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_co.paa" }; identityTypes[]={}; mass = 7; faction="TCGM_SF"; }; class TCGM_Balaclava_Blk_NoMask: TCGM_Balaclava_Blk_Scrp { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_NoMask"; displayName="$STR_TCGM_BB1SBBlk"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_co.paa" }; identityTypes[]={}; mass = 7; }; }; I made my model in blender from scratch, configured the texture and materials there and exported the work to the p3d format. https://imgur.com/RjPv1Za In Object Builder I added some LOD (level of detail) layers, like "Geometry" and I add the property "autocenter" with value "0" https://imgur.com/vfWnuKh I am sure there has to be a way to add a new balaclava using the same model with a new texture... Because I did it with the vanilla ones. Here is my file of model materials. TCGM_Balaclava_Blk_Scrp.rvmat class StageTI { texture="#(argb,8,8,3)color(0,0,0,0)"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.1,0.1,0.1,1}; specularPower=20; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(2,0.5)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Here is my "model.cfg" file class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", // Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", // New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", // Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", // Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", // Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", // Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan: Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide" }; skeletonName = "OFP2_ManSkeleton"; }; class TCGM_Balaclava_Blk_Scrp: ArmaMan { sections[] = { "camo" }; }; }; Please Help me to find the solution. Thanks. https://imgur.com/bIXaasm
  7. This is a MOD that adds a tattoo based on the U.S. Army and Navy to all characters and a unique and simple tattoo. Download here(steam workshop link) I want to make a variety of tattoos in the future, so I started this thread because I wanted to hear from the community, so please feel free to contact me. and Last... Also, as you can see, I am not an English speaker, so please allow some strange sentences...
  8. 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"];
  9. i want reuse the Stavrou character like "opfor FIA" if you enable only the head you have a tatoo on the arms but the colors are not as intense as the original uniform look the image So i added the HL textures and materials but with no luck this is the code class IG_Leader_t : Default { disabled = 0; displayname = "Stavrou"; texture = "A3\Characters_F_epb\Heads\Data\m_IG_leader_co.paa"; head = "IG_Leader"; author = "$STR_A3_Bohemia_Interactive"; identityTypes[] = {"Head_Euro", "Head_NATO"}; material = "A3\Characters_F_epb\Heads\Data\m_IG_leader.rvmat"; materialWounded1 = "A3\Characters_F_epb\Heads\Data\m_IG_leader_injury.rvmat"; materialWounded2 = "A3\Characters_F_epb\Heads\Data\m_IG_leader_injury.rvmat"; textureHL = "\A3\Characters_F_epb\Heads\Data\hl_stavrou_dirty_co.paa"; materialHL = "\A3\Characters_F_epb\Heads\Data\hl_stavrou_dirty.rvmat"; textureHL2 = "\A3\Characters_F_epb\Heads\Data\hl_stavrou_dirty_co.paa"; materialHL2 = "\A3\Characters_F_epb\Heads\Data\hl_stavrou_dirty.rvmat"; }; about the injury rvmat file, there is one even for the arms. someone has work on it before? thanks in advance
  10. GEORGE FLOROS GR

    GF Skinning Script

    GF Skinning Script by GEORGE FLOROS [GR] Description: GF Skinning Script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Skinning Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Recommended and/or optional addons and mods to use with GF Skinning Script: - Ravage mod - Heros Survive mod - dbo cows mod Notes: Configurable Script. It is working with every mod. You can skin animals or men or anything else modded. You can select the dropped items ( meat or anything ) to be from , Ravage or Heros Survive mod , or any other mod , by adding the classnames of the dropped items. Once you are close to the victim , you will get an addaction: "Skin and quarter the body". You can add your custom sounds when skinning , 3 sounds are included. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Special Thanks to : Big thanks to Killzonekid , for his ArmA Scripting Tutorials. Haleks for Ravage mod. Heros for Heros Survive mod. Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40173 Armaholic GF Skinning Script
  11. Hey guys, first timer here. I'm trying to make this into a stand alone mod with specific sounds and skins for the 2 variants, the M900 and the MH-6. I'd be needing a little direction if anyone would be so kind. A couple of things I'm currently working/waiting on. 1.) Approval for the sounds so that they can be added. and I've got a few questions regarding the helicopters if anyone can help. 2.) I'm still trying to work out how to use the decals to add the "UNITED STATES ARMY" so that it's not reversed on the other side. 3.) I much prefer the rotor style with the white and yellow high visibility scheme that seems to appear when the skin is added on the M900 but not the MH-6. Does anyone know how to change this so that it's added to both? (This is important as it was how the gunships kept sight of the low flying Loaches) 4.) I'm trying to apply the shiny/glossy appearance that magically appears when the skin is added to the M900 to also work on the MH-6. The biggest issue with using the M900 for the base is that it doesn't have benches which can be quite limiting. If anyone has any ideas and or suggestions/help it would be appreciated.
  12. hello, since tanks DLC seems that usual vehicle randomization no longer works on dedicated server! if i run the same mission from editor, it randomize correctly, but on dedicated, it does not! all offroads are red, all hatchbacks are white, all trucks are white ecc... any idea whats wrong and how fix it ? thanks!
  13. hello, since tanks DLC seems that usual randomization no longer works on dedicated server! if i run the same mission from editor, it randomize correctly, but on dedicated, it does not! all offroads are red, all hatchbacks are white ecc... any idea whats wrong and how fix it ? thanks!
  14. Hi, how do i decompile the original files from arma 2 texture? if i cant do that, how can i decompile a reskin texture? http://www.armedassault.info/index.php?game=1&cat=addons&id=1033 like this skin
  15. Hello, i would just hear if anyone have the .smdi .nohq .as .ca files for this template Gyazo: Click here - (https://gyazo.com/b7eb889929365b3885f24a55ea638eb7) Imgur: Click here - (https://imgur.com/a/MHTxz)
  16. ok some im having trouble with my custom huron code it says when i start arma 3 up "S instead of ;" can you help me class CfgPatches { class Iron_Skulls_Huron { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={}; }; }; class CfgVehicleClasses { class Iron_Skulls_Huron { displayName="Iron Skulls Huron"; }; }; class CfgVehicles { class B_Heli_Transport_03_F; class Iron Skulls Huron: B_Heli_Transport_03_F { author="Clumsy Baron"; _generalMacro="B_Heli_Transport_03_F"; displayName="Iron Skulls Huron"; vehicleClass="Iron_Skulls_Huron"; faction="BLU_F"; crew="B_Helipilot_F"; availableForSupportTypes[]={"Drop","Transport"}; side=1; scope=2; attendant=1; picture="-"; icon="-"; threat[]={0,0,0}; class TransportItems { class _xx_FirstAidKit { name="FirstAidKit"; count=20; }; class _xx_Medikit { name="Medikit"; count=10; }; }; hiddenSelectionsTextures[]={"\Arma3_Iron_Skulls_PMC_Huron\Data\pmc_huron_ext01_co.paa","\Arma3_Iron_Skulls_PMC_Huron\Data\pmc_huron_ext02_co.paa"}; }; }; class cfgMods { author="Clumsy Baron"; timepacked="1437495037"; };
  17. 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? ....
  18. Snake.Pliskin

    Change characters face?

    Is it possible to change the players face in Argo? Not the sun glasses but the characters face skin.
  19. Hello Bohemia Interactive Team, i have a question for you, why isn´t there a female skin to choose? I mean we have 2017, womans can be soldiers in my country and i know some women playing Arma 3. Its just lame that they have to take a male character. The immersion is always gone when they start talking and the options about roleplay fall worse. I have seen female characters in some mods, why you can´t implement it to the game? The work is already done and the gender stick is a hot topic in this years. I guess you dont want this shitstorm around you.. Regards, Goodkat
  20. Hello everyone, I introduce myself, Antonio - Italy. I have a question to ask if possible. In the workshop there are different vehicles, repainted by users, but with Bhoemia models (SUV Pik-up etc. etc.). Now, if I wanted to create my own vehicle, only with my skin and my logo, to be posted later in the workshop, for its subscription to use on my server, where I find the basis for work ?? In practice, a virgin vehicle from retexture? Thanks to those who would like to help or address me on the appropriate topic. Antonio
  21. Hello Everyone! I'm making a mission, and i want the player use the face/skin texture i selected in the editor. But it uses the custom player face instead. Is there any way to fix this? Draoth
  22. I have created this german police blackfish skin https://steamuserimages-a.akamaihd.net/ugc/96106978722496885/99A76694E38A1B2861DA79CF3CD73BEA63009516/ Do you like the skin ?
  23. class textureSources { class LOGISTIC { displayName="LOGISTIC"; author="BSherb"; textures[]= { "LogisticChinook\skins\Heli_Transport_03_VSS.paa", "LogisticChinook\skins\Heli_Transport2_03_VSS.paa", "LogisticChinook\skins\Heli_Transport3_03_VSS_Glass.paa" }; factions[]= { "BLU_F" }; }; }; So, in this case, I'm trying to replace the glass with a specific texture I have devised. However, nothing changes at all. Not even a different texture that I didn't mean to change. Instead, it seems to ignore the glass and only do the regular exterior of the Huron. Am I putting my textures in the wrong order, am I missing something crucial that prevents certain changes? (If there is a specific order things need to be in where can I find said order?)
  24. 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 :)
  25. Hey guys , im fairly new to the modeling community and i got a problem ... I want to remove a beret from a skin but the beret doesnt show up in the .paa Here is the skin paa : https://gyazo.com/9f37ed944f35dd61af2394004eb86d13 Here is the skin ingame : http://steamcommunity.com/sharedfiles/filedetails/?id=590508510 I would really appreciate it if anyone could help me :)
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