Search the Community
Showing results for tags 'textures'.
Found 59 results
-
foreach(var Telling me how to do my job) { if(telling me how to run my mod) { return "I don't work for you, nor am I required to do as you ask. If you can't live with that get a life. I am only bound by the two EULAs and I do this on my free time and not legally required to do anything for you."; }; } If you'd like to donate some money via PayPal my address is flanker56(at)hotmail(dot)com. Thanks! Video done by ToxicSludge Server Key https://drive.google.com/file/d/1GasKI6bhFMjrHmqX5pYXLYL1z3DV1vdC/view?usp=sharing - Config edits such as adding stuff: Please do not "bushwack" (or surprise) me on this thread with a modified config without PMing me first. I know you mean well and more than likely it's a capability that I simply haven't thought of so don't take it I don't appreciate your hard work you put into the adjustment. But I have plans when I'm not posting on where my mod is going or I just don't post it because its probably something small or large, depending on what it is. Posting modded configs is not good because it throws a possible wrench in my mod and therefore people think it's "approved" when it is not. PM me and I'll check it out and yay or nay it. Or simply ask me here on this topic thread and either way if you take the time to ask, more than likely I will say yes. - Texture Edits: Generally I don't mind texture edits but again if you're going to mod my mod then again, PM me to keep things nice so i know what's going on in case of any issues that may arise. - Adding it to other mods: And if you're adding it to a public release as part of another mod, again just take that time to PM me so I know what's going on. - Modpacks: You do not need to ask permission to add this to a modpack. As long as you're just adding it then there is no reason to ask. - Redistribution: So far Armaholic, PWS, and occasionally Arma3.de has the authority to redistribute my mods as they're respected, and more public and they deserve the allowance given their hard work. Other modders, or even players DO NOT have permission to re-upload without permission. So to make it clear, ASK before finding some hostile comments and I will take appropriate action to get it removed. If you really like the mod and find it within yourself to enhance your reputation then I will never permit such a thing. I'm not your Stepping Stone to better greatness. If you want to be popular get off your fat ass and get to work. Requests: - Commune with the spirits, or consult an Ouija board, which is this: http://amzn.to/1I8Ogiw - If tell you no, it means NO. - Don't ask me to redo other people's works, I don't have your permission, nor are you as a player authorized to "give permission", I will check and if you say that it's "okay" then I will delete your PM if you PM me. - I don't work for you, therefore be nice and ask, not order around. - And if for some reason I accommodate your request, then I still don't work for you. I'm being nice and taking the time to do work for you. I don't work for you and don't expect me to take it. Then your request will magically disappear and that will be that. And if you complain you should have thought about that before you decided to think I'm your bitch, go talk to a therapist if you have mental problems about this. Error Reporting: - First off most small errors I won't rush to fix an upload so bringing up a small error like "Oh the sights aren't rounded, I don't like it." Isn't going to lift my skirt. Nor are "game breaking" issues like you want an updated version and bringing up bullshit issues. - I will check, and post videos, especially if its a bullshit error like "I can't use my uniform pack because of your mod" or "I have things appearing in the air and it's breaking the game". If I can't reproduce the error given your parameters then I'll feel you're full of shit, and will be treated accordingly. I don't trust most of the community as far as I can throw a ten ton vehicle as far as this issue is concerned. - If a particular mod is truly causing CTDs, then yes I'll unfuck it. - If you post bitch complaints like "I don't like how the sights are" or "The casings are ejecting to the left" then you're just that, a bitch. And I will continue to talk to you as if you are one, because on the whole I don't care as that's just weak. Get off your fat ass and make it yourself. - If you want it done faster, do it yourself and I don't work according to anybody's timetable, other than my own. As I won't honor all requests, because there isn't anything saying I have to, so if I tell you no, either once or repeatedly then it means No, which given the level of intelligence on these forums will require me to tell you to go fuck yourself. - I'll upload fixes when I feel like it, so like the above, if I feel like uploading it now, then it's my decision, not for you to effect as I don't work for anybody on these forums. So expecting me to always upload is a far gone hope that you need to get out of your head. - I'm not saying don't report errors, is that most of the time they're bullshit errors and I will not believe you the next time. I'd highly suggest reading Peter and the Wolf as you all seem to be Peters around here. Streamlined/Custom Mod Packs: - As you know my mod has a rather large variety of weapons, but it's not always good for most people (too many weapons, not the weapons you're looking for) so here's what I usually do instead or request: - First please PM me here on the forums and all I ask is a good definitive list for what you're looking for rather than not knowing what you want. - If you're part of a clan please just one person as it keeps down the level of confusion and keeps things organized both on my end and your end. And it prevents too many people wanting an off-beat gun and so on. Its your clan and a specific weaponset is always needed. - More often than not I have a fairly good idea on what I have on and don't have available. If I know I can't do it, and know of a mod that will suit your needs, I will of course recommend it in lieu of any work. It's not that I don't want to do it, but if it's already done then I see no need overall to take the time to do it. But if I do have it I can get it to you. And of course I will give you a timeline roughly when it will get done. I will upload it to your representative or if needed, and so on. - I do have TS3, and my gaming site is here: http://562ndts.enjin.com/?welcome If you are registered on the Enjin forums the messaging system will work as well. Again as long as it's one person. - As far as the weapons go I will see what I can do. I have pistols to mortars and some other stuff, but be aware I use a lot of Arma 2 source files to get the weapon to you. I do have some 3D modelling skills so i can also manipulate or create things to get what you need. Again if I can't do it then I will let you know. "I don't like this" (and it's one or a few people = Not going to motivate me, but it's duly noted "I think you should do this and only this to 'enhance' the game" (Or telling me how to run my mod) = Yeah no thanks, I'm the mod author so I'll do as I see fit to satisfy as many people as possible. "I'll berate Eric about a single thing I don't like (as in one person) because persistence pays off" = Not going to happen, you can kindly pester somebody else, and continued activity when told I don't appreciate starts to turn into abject harassment. No thanks. "Mod is CTDing my Game": I'll fix it for sure, as some of you have seen. Do me a favor and describe what mods you're running, and so on, that way I can see for myself, and 9 times out of 10 it was my fault, so I'll fix and reupload. "I don't like these sights how they look"" = Duly noted, but I really don't care about that kind of opinion. While they're not very hiqh quality models got it, overall I try and to my best to get them as accurate as possible. So if you don't like a particular style, well, either request or find another mod. A lot of you players tend to think that your opinion matters and I should jump on a request like flies on shit. Fact is that if it's brought up continuously and I keep saying No, then well, I'm not interested in doing some things, I just don't have to and don't want to. Part of the mod is some personal things as well as what players are looking for. Again I can listen to your suggestion, but given that other than various donations, I do all the work so that gives me a lot of leeway in saying Yes or No to a request. I can understand if I break your heart if I do say No, but I don't get any reimbursement for my time and effort I put into my work. If you feel the need to complain about it I'll do my best to ignore it, as the main thing people seem to not understand is that I can listen to you, but I make the final decision, not you, to include it. Just thought I'd post this given I tend to see how people act. Skin Requests: - I don' t mind doing skin requests but keep it sane and of course specify what aircraft/helicopter you need. For various aircraft it can take a few days or so (depending on the detail of the base aircraft) to create a PSD template and then I'll get it to you. - At the minimum draw a "Stick plane" of what you want. Bear in mind for default aircraft there are limitations on how the aircraft was textured, so you may not always be able to get the effect you want. I will of course let you know. Issues and how to fix them: - "Infinite Ammo": Open the Steam Interface and right click and click on Properties. Click the Local tab and Verify Game Cache. Sometimes downloads glitch and causes that problem. After that the weapons should work fine. Also check your ASDG Joint Rails, ensure that you don't have another one (usually older version) running which may cause issues as well. - Game CTDs when trying to resume saved games: I've been getting a lot of complaints when my mod is used with the Arma 3 Launcher that comes with the game. I don't use this method so I don't see any issues as of yet when I get the reports. I'm not saying it's not out there, but if your game is crashing when resuming any missions, Instead of using the Launcher I go through the game itself, i.e. Configure/Expansions and Enable or Disable as needed. Restart the game and things will or should work fine as I've resumed various saved games and haven't had any CTDs or anything related. I also don't have anything to do with the Launcher so if you have issues, contact BIS if that comes up or use the method described. For PayPal donations click the linky: https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=2J4LKTG8R8PQJ&lc=US¤cy_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted
- 5609 replies
-
- 7
-
- guns
- helicopters
-
(and 2 more)
Tagged with:
-
How difficult would it be to create a completely invisible vehicle besides the occupants? ?
Jeanfeels posted a topic in ARMA 3 - MODELLING - (O2)
This is something I've been trying, and failing, to do in Eden using the Go-Kart as a testbed. I've read that there's all sorts of quirks regarding pbo files, hidden textures, and rvmat editing, which I tried to figure out, but so far the best I've managed is a mod that straight up breaks the karts dlc when installed (lmao, go figure). I had found a mod in researching this that adds a "cloak" system, but it has a lot of incompatability, hides the driver and passengers, and isn't really what I need. I found a few threads also that play around with the in-editor global texture and material editing, as well as procgen textures, but it seems the base kart model has no translucency/transparency information which leads to every attempt I've made failing in interesting ways, by seemingly causing the textures to display but doing so with weird z-buffer effects that cause the rearmost textures to be on top. See image. What ideally I would like to do is figure out how to make an MP-compatible, generic invisible vehicle that shows the driver just sitting on thin air. ideally I'd make a go kart style one and an offroad type with a passenger seat, but I've run into a brick wall of sorts where nothing i try works and part of that is likely my limited understanding of modding arma, which has so far been very frustrating and cryptic with a lot of assumed knowledge i simply don't have yet. Is it easier to start from scratch and just reference animations from existing vehicles somehow? or is it easier to take an existing vehicle, extract the textures and model, and figure out how to add a completely transparent version as a mod? or is this a fool's errand that i should just give up on? or maybe this is something i should post in the subforum dedicated to seeking out or commissioning mods? please offer whatever advice you have access to. Thank you for your time. -
3dmodels What steps should I follow to create a custom 3D head model like these examples?
26Luchito26 posted a topic in ARMA 3 - MODELLING - (O2)
I would like to know what steps I should follow to configure a custom head in the scripts, model.cfg, and config.cpp as shown in these tutorials and examples, to achieve the same result, or provide me with guidance or other links that can help. Examples: https://steamcommunity.com/profiles/76561198375402218/myworkshopfiles/?appid=107410 -
List of all hidden texture inits
somesangheili posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
There seems to be a lot of unused textures/skins still in the game that were cut, but can be put back into the vanilla game using init codes. These skins require no mods or custom texture templates. You can see a few of these unused textures here I have found most but I have yet to find all of them. Here is a big list of all the inits others and myself have found so far... Fatigues (Raven) (reskin of Fatigues (Urban)) this setObjectTexture [0, "\a3\characters_f\OPFOR\Data\clothing_rus_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f\OPFOR\Data\clothing_rus_co.paa"]}; Combat Fatigues (Sage) (reskin of Combat Fatigues (MTP)) this setObjectTexture [0, "\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"]}; Combat Fatigues (Woodland) (reskin of Combat Fatigues (MTP)) this setObjectTexture [0, "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"]}; Combat Fatigues (MTP, Dirty) (thanks to SgtDornan) this setObjectTexture [0, "\a3\characters_f_epb\BLUFOR\Data\clothing1_dirty_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f_epb\BLUFOR\Data\clothing1_dirty_co.paa"]}; Wetsuit (Raven) this setObjectTexture [0,"A3\characters_f\common\data\diver_suit_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\characters_f\common\data\diver_suit_co.paa"]}; Gorka (Light Green) (thanks to soceris) this setObjectTexture [0, "a3\characters_f_enoch\Uniforms\Data\Gorka_01_Camo_CO.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\characters_f_enoch\Uniforms\Data\Gorka_01_Camo_CO.paa"]}; Guerrilla Garment (Skull Shirt) this setObjectTexture [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa"]}; Guerrilla Garment (Grey Camo Shirt) (thanks to Nightmare515) this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa"]}; Guerrilla Garment (Red Camo Shirt) this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa"]}; Guerrilla Garment (Orange Shirt) this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa"]}; Guerrilla Garment (Yellow Shirt) this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa"]}; Guerrilla Garment (Blue Shirt) this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_co.paa"]}; Guerrilla Garment (Brown Shirt) this setObjectTexture [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"]}; Guerrilla Garment ('Arnold is Numero Uno' Shirt) this setObjectTexture [0, "A3\Characters_F\Civil\Data\poor_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_co.paa"]}; Guerrilla Garment (Poor Shirt) this setObjectTexture [0, "A3\Characters_F\Civil\Data\poor_v2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_v2_co.paa"]}; Guerrilla Garment (Poor Shirt v2) this setObjectTexture [0, "A3\Characters_F\Civil\Data\poor_v3_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_v3_co.paa"]}; Guerrilla Outfit (Checkered) (incomplete) this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_co.paa"]}; Guerrilla Outfit (Checkered v2) (incomplete) this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_v2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_v2_co.paa"]}; Guerrilla Outfit (Green) (incomplete) this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_v3_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_v3_co.paa"]}; Guerrilla Outfit (Orange) (incomplete) this setobjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_kabeiroi_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_kabeiroi_co.paa"]}; Guerrilla Outfit (Red) (incomplete) this setobjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_bandit_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_bandit_co.paa"]}; Guerrilla Smocks (Yellow) (thanks to Debrin052) this setObjectTexture [0, "A3\Characters_F\Civil\Data\hunter_bushman_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\hunter_bushman_co.paa"]}; Guerilla Smocks (Yellow and Green) this setObjectTexture [0, "\A3\Characters_F_Gamma\Guerrilla\Data\ig_guerrilla3_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\Characters_F_Gamma\Guerrilla\Data\ig_guerrilla3_2_co.paa"]}; Syndikat Reskin of Combat Fatigues (AAF) this setObjectTexture [0, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"]}; LDF Reskin of Combat Fatigues (AAF) (thanks to soceris) this setObjectTexture [0, "a3\characters_f_enoch\Uniforms\Data\I_L_Uniform_01_Deserter_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\characters_f_enoch\Uniforms\Data\I_L_Uniform_01_Deserter_2_co.paa"]}; Brown Reskin of Combat Fatigues (AAF) (thanks to M. Glade) this setObjectTexture [0, "A3\characters_f_exp\Syndikat\Data\U_I_C_Soldier_Para_4_F_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\characters_f_exp\Syndikat\Data\U_I_C_Soldier_Para_4_F_2_co.paa"]}; Worker Coveralls (Bandit) this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_bandit_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_bandit_co.paa"]}; Worker Coveralls (Grey) this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_grey_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_grey_co.paa"]}; Worker Coveralls (Black) this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_black_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_black_co.paa"]}; Worker Coveralls (Urban Camo) this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_urbancamo_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_urbancamo_co.paa"]}; Scientist Clothes (CSAT) this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_scientist_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_scientist_co.paa"]}; Casual Clothes (Brown and Grey) (reskin of Marshal Clothes) (thanks to Igor Nikolaev) this setObjectTexture [0, "A3\Characters_F\Civil\Data\ig_poloshirt_1_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\ig_poloshirt_1_co.paa"]}; Casual Clothes (Brown and Tan) (reskin of Marshal Clothes) this setObjectTexture [0, "A3\Characters_F\Civil\Data\ig_poloshirt_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\ig_poloshirt_2_co.paa"]}; Casual Clothes (Artiste) (reskin of the Art of War outfits) (thanks to soceris) this setObjectTexture [0, "a3\Missions_F_AoW\Data\Img\Textures\Uniforms\u_art_shirt_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\Missions_F_AoW\Data\Img\Textures\Uniforms\u_art_shirt_co.paa"]}; Scientist Outfit (Formal, Black) (thanks to soceris) this setObjectTexture [0, "a3\characters_f_enoch\Uniforms\Data\scientist_02_2_formal_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\characters_f_enoch\Uniforms\Data\scientist_02_2_formal_co.paa"]}; Farmer Outfit (the following changes the pants and gloves colour) "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa" "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa" "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa" "A3\Characters_F\Civil\Data\c_cloth1_co.paa" "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa" VR Suit (No Lights) (thanks to DreadPirate) this setObjectTexture [0, "\A3\Characters_F\Common\Data\basicbody_black_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\Characters_F\Common\Data\basicbody_black_co.paa"]}; Kitbag (AAF) (backpackContainer this) setObjectTexture [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_digi_co.paa"]; if (isServer) then {(backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_digi_co.paa"]}; Kitbag (Black) (backpackContainer this) setObjectTexture [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_blk_co.paa"]; if (isServer) then {(backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_blk_co.paa"]}; Carryall Backpack (Black) (backpackContainer this) setObjectTexture [0,"A3\weapons_f\ammoboxes\bags\data\backpack_tortila_blk_co.paa"]; if (isServer) then {(backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_tortila_blk_co.paa"]}; NATO Strider (now in Virtual Garage) this setObjectTexture [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa']; this setObjectTexture [1,'\A3\data_f\vehicles\turret_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "\A3\data_f\vehicles\turret_co.paa"]}; NATO Gorgon this setObjectTexture [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; this setObjectTexture [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; this setObjectTexture [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; this setObjectTexture [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]}; NATO Black Pawnee/Hummingbird this setObjectTexture [0, "\a3\air_f\Heli_Light_01\Data\heli_light_01_ext_ion_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_01\Data\heli_light_01_ext_ion_co.paa"]}; NATO Green Blackfoot this setObjectTexture [0, "A3\Air_F\Heli_Light_02\Data\heli_light_02_common_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Air_F\Heli_Light_02\Data\heli_light_02_common_co.paa"]}; NATO Black Blackfoot (thanks to Solitaire195) this setObjectTexture [0, "A3\Air_F_Beta\heli_attack_01\data\UI\Heli_Attack_01_EDEN_CA.PAA"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Air_F_Beta\heli_attack_01\data\UI\Heli_Attack_01_EDEN_CA.PAA"]}; AAF Panther (incomplete) this setObjectTexture [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_body_indp_co.paa']; this setObjectTexture [2,'A3\data_f\vehicles\turret_indp_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_body_indp_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\data_f\vehicles\turret_indp_co.paa"]}; AAF Pawnee/Hummingbird this setObjectTexture [0, "A3\Air_F\Heli_Light_01\Data\heli_light_01_ext_indp_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Air_F\Heli_Light_01\Data\heli_light_01_ext_indp_co.paa"]}; AAF Orca this setObjectTexture [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_indp_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_indp_co.paa"]}; CSAT Zamak MRL this setObjectTexture [0,'a3\soft_f_beta\Truck_02\data\truck_02_kab_OPFOR_CO.paa']; this setObjectTexture [2,'a3\soft_f_gamma\Truck_02\Data\Truck_02_MRL_OPFOR_CO.paa']; if (isServer) then {this setObjectTextureGlobal [0, "a3\soft_f_beta\Truck_02\data\truck_02_kab_OPFOR_CO.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "a3\soft_f_gamma\Truck_02\Data\Truck_02_MRL_OPFOR_CO.paa"]}; CSAT Panther (incomplete) this setObjectTexture [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTexture [2,'A3\data_f\vehicles\turret_opfor_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\data_f\vehicles\turret_opfor_co.paa"]}; CSAT Cheetah (thanks to Zygzak191) (incomplete) this setObjectTexture [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTexture [2,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_tower_opfor_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_tower_opfor_co.paa"]}; CSAT Bobcat (incomplete) this setObjectTexture [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTexture [2,'A3\data_f\vehicles\turret_opfor_co.paa']; this setObjectTexture [3,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_crv_opfor_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\data_f\vehicles\turret_opfor_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [3, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_crv_opfor_co.paa"]}; CSAT Buzzard (now in Virtual Garage) (thanks to seacaptainjim) this setObjectTexture [0,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_brownhex_CO.paa"]; this setObjectTexture [1,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_brownhex_CO.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_brownhex_CO.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_brownhex_CO.paa"]}; CSAT Buzzard Grey (now in Virtual Garage) this setObjectTexture [0,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_greyhex_CO.paa"]; this setObjectTexture [1,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_greyhex_CO.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_greyhex_CO.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_greyhex_CO.paa"]}; Civilian Orca (now in Virtual Garage) this setObjectTexture [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_civilian_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_civilian_co.paa"]}; Civilian Mohawk (Dahoman) this setObjectTexture [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_dahoman_co.paa"]; this setObjectTexture [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_dahoman_co.paa"]; this setObjectTexture [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_dahoman_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_dahoman_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_dahoman_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_dahoman_co.paa"]}; Civilian Mohawk (Ion) this setObjectTexture [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_ion_co.paa"]; this setObjectTexture [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_ion_co.paa"]; this setObjectTexture [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_ion_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_ion_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_ion_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_ion_co.paa"]}; Apparel missing from Virtual Arsenal: Nikos Clothes this forceAddUniform "U_NikosBody"; Nikos Clothes (Formal) this forceAddUniform "U_NikosAgedBody"; Untextured Variant of the Light Combat Helmet this addHeadgear "H_BandMask_demon"; Bucket Hat this addHeadgear "H_TurbanO_blk"; Shemag (glitched texture) this addHeadgear "H_Shemag_tan"; Bandana Cap this addHeadgear "H_BandMask_blk"; Military Cap (Tan) this addHeadgear "H_MilCap_OUcamo"; Beanie (Blue) this addHeadgear "H_Watchcap_sgg"; Extra Hidden Stuff: Stone (thanks to AdelaideTsu) this addItem "HandGrenade_Stone" Hidden textures we're still missing: - CSAT Hunter - CSAT and AAF Slammer - NATO Mohawk - Skirts of the AAF and CSAT Panther - Possibly more... Notes: - Retextures of 'Guerrilla Garment' also work with 'Bandit Clothes (Tee)' and 'Summer Clothes' - Retextures of 'Combat Fatigues' also work with 'CTRG Stealth Uniforms' - There are hidden textures for headgear and vests, but unfortunately it is impossible to retexture them. - Dropping or picking up a uniform with a texture applied to them will revert the texture back to its default one. If you have found a hidden texture that is not on the list above, feel free to post the init for it in this thread, and I'll put it on the list. Any contributions will be much appreciated!- 196 replies
-
- 19
-
- hidden
- selections
-
(and 3 more)
Tagged with:
-
Hello there. Is it possible to export the vehicle textures (Body_MCR etc.) from the Enfusion Workbench? I wanted to play around a bit. I remember it from Arma 3, where you could edit the textures quite easily. Many thanks in advance. Cheers.
-
Hey all. Perhaps you can help me with a problem. I've used the setObjectTexture command to great success on vehicles placed in EDEN, placing them and then putting something like setObjectTexture [0, "textures\police_heli.paa"]; in their init field. Bingo, the (in this case) helicopter is there, and it is wearing it's appropriate skin/texture. The problem is respawning. When the vehicle is destroyed, it respawns just fine (I am using the BIS respawn module in EDEN, linked to the vehicle in question). The problem is, that when the vehicle respawns, it respawns with a random skin/texture. Sometimes it's black, sometimes it's tiger-stripe, etc. I've searched the forums and google to no avail to try to fix this. All I want, is for when the vehicle is respawned, to have the same (custom) textures it started with.
-
Unable to show damage and destruct textures
Alecont posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, sorry for my English but I need advice, as the title says I can not make the textures of damage work in my addon. I'll pass the config and model.cfg to see if I'm doing something wrong. I would greatly appreciate it if someone could tell me what I am doing wrong. The model at the time of destruction simply shows fire and the same texture. Name the model as zbytek as indicated in object builder. -
Looking for someone to create a custom faction
Milkshake_Actual posted a topic in ARMA 3 - FIND OR OFFER EDITING
I have custom textures for the items I want in a custom faction, it’s just beyond my comprehension to set up a config that can use them and completely pack em. Price is completely negotiable. List of mods that faction will be using: - RHSUSAF Vehicles being used from the RHSUSAF mod - UH-60 (ESS) - CH-47 - M115A1 (Unarmed, M2, Grenade Launcher) Base Game Items - AAF Uniform (Both rolled and not rolled) - Rhino MGS These items will be given a texture Just a basic soldier with the uniform is all that is required along with these retextured vehicles -
Hey there! Trying to import models to ARMA 3 for an addon I've been working on (legally bought, rigged them ourselves). We've finished the rigging portion, but we're finding issues in what we assume is an object builder for texturing. Whenever we load up the addon in the game, the hidden selection textures (in our case, the helmet cover) show up as black or brown. The base helmet (which uses the same RVmat as the cover) show's up without any issue, however, it uses a texture set in the object builder instead of the config. The textures have all the proper names and are listed in what we think is the right section of the config. Would anyone mind helping us? Config (Portions referring the selections): class BCO_SHC : ItemCore { scope=2; author="BCO/10SFG"; scopeArsenal=2; displayName="(BCO/10SFG Super High Cut"; picture=" "; model="BCO10SFGHelmets\models\BCO_SHC.p3d" hiddenSelections[]= { "Camo1", // BackPouch "Camo2", // Battery "Camo3", // Comtacts "Camo4", // Cover "Camo5", // Earpro "Camo6", // InforceLight "Camo7", // Olight1 "Camo8", // Olight2 "Camo9", // Patch1 "Camo10", // Patch2 "Camo11", // Patch3 "Camo12", // Strobe "Camo13", // Strobetape "Camo14", // Surefire "Camo15", // VLITE }; hiddenSelectionsTextures[]= { "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_AC.paa", // BackPouch " ", // Battery " ", // Comtacts "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_MC.paa", // Cover " ", // Earpro " ", // InforceLight " ", // Olight1 " ", // Olight2 " ", // Patch1 " ", // Patch2 " ", // Patch3 " ", // Strobe " ", // Strobetape " ", // Surefire " ", // VLITE }; class ItemInfo: HeadgearItem { uniformModel="BCO10SFGHelmets\models\BCO_SHC.p3d"; mass=50; hiddenSelections[]= { "Camo1", // BackPouch "Camo2", // Battery "Camo3", // Comtacts "Camo4", // Cover "Camo5", // Earpro "Camo6", // InforceLight "Camo7", // Olight1 "Camo8", // Olight2 "Camo9", // Patch1 "Camo10", // Patch2 "Camo11", // Patch3 "Camo12", // Strobe "Camo13", // Strobetape "Camo14", // Surefire "Camo15", // VLITE }; hiddenSelectionsTextures[]= { "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_AC.paa", // BackPouch " ", // Battery " ", // Comtacts "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_OD.paa", // Cover " ", // Earpro " ", // InforceLight " ", // Olight1 " ", // Olight2 " ", // Patch1 " ", // Patch2 " ", // Patch3 " ", // Strobe " ", // Strobetape " ", // Surefire " ", // VLITE }; RVMats for the helmet + cover: ambient[] = { 1, 1, 1, 1 }; diffuse[] = { 1, 1, 1, 1 }; forcedDiffuse[] = { 0, 0, 0, 1 }; emmisive[] = { 0, 0, 0, 1 }; specular[] = { 0.1, 0.1, 0.1, 1 }; specularPower = 2; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_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, 1, 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 = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_AS.paa"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 1 }; }; }; class Stage5 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_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(0.4,0.2)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 0 }; }; }; class Stage7 { texture = "a3\data_f\env_land_ca.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 0 }; }; }; class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; };
-
My Helicopter HUD disappears, and my cockpit textures downgrade. Help!
Azuvector posted a topic in ARMA 3 - TROUBLESHOOTING
I can't figure out what's going on here, and it's basically making it impossible to learn to fly(or not kill myself if I just go for it outside of training) in ARMA3, as soon as it happens. Normal View View after dying a few times Above screenshots are all in "VR Training: Helicopter - Weapon Systems" Below are in "VR Training: Helicopter - Basics" Before the issue happens After the issue happens (Note the cockpit texture resolution. You can actually see that in the first images too, just noticed; the geometry textures or whatever ARMA3 renders the knobs on the panels in the cockpit with also go away.) I've got the following DLC: Jets, Helicopters, Karts, Marksmen, Apex, laws of War, Malden, Zeus, Tac-Ops Mission Pack, Tanks, Contact, Art of War Charity Pack I have uninstalled Contact and still have the issue. I have one mod installed: Antistasi I've disabled Antistasi and still have the issue. My Helicopter flight model is Standard. I'm using Keyboard+Mouse. Windows 11, Geforce RTX 2060. Driver version: 532.03 (latest, updating hasn't mattered) I do have dual monitors and run in fullscreen on one. Most settings are on high/ultra. 1920x1080. This seems to happen from simply dying a few(unclear on more specific circumstances or how many times) times, and nothing recovers it beyond restarting the entire game. -
4k quality ArmA 3 Characters 4K - A3C4K
Jove Chiere posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Arma 3 Characters 4K This is a simple mod that upscales the textures of Arma 3 faces and bodies to a new level of detail x16. Recommended for people who are very obsessed with graphics quality and photographers. @A3 Characters 4K https://steamcommunity.com/sharedfiles/filedetails/?id=2965541384 (Available via WorkShop). Currently Adds 109 textures with a size of 4096x4096 pixels. 1024 vs 4096 To Do list Here I'll show you what I'm working on so you can get an idea of what's to come. ✅ In principle the _CO textures, which are the Colour part, are scaled and finished with very good quality. ❌ Now I started to work on the _NOHQ which is the Normal Map part. I'm still in the process of research, so this is still alpha. ❌ I've also modified the _SMDI which is the glow and reflections part, these are being improved to make the eyes more believable and correct some old bugs in the methodology of the first ArmA 3 characters. Now, these characters are going to be quite heavy in some Gigabytes, I understand that can be a problem, but that's the thing about modern game graphics. Here are some pictures of progress, thank you & feet. Arma Public License Share Alike (APL-SA) -
I have a lattice object that I attached to the technique, but when the technique is defeated, the textures of the lattice object remain the same, I decided to use hiddenSelections[] = {"green", "sand", "broken"}; hiddenSelectionsTextures[] = {"data\green.paa", "data\sand.paa", "data\broken.paa"}; I decided to connect a script that will execute in a .skf file, but the arma does not react in any way, the object remains the same color. Help! How to make an object change color depending on whether the vehicle is alive or not. .sqf file: is there any other way to implement this idea?
-
I've been looking around the forums for a good week to find an answer and while I've found a few, I didn't really understand them. I'm looking to change the side flags (See here) to specific factions. However, due to how the scenario is set up, I've switched BLUFOR troops to OPFOR, whereas BLUFOR hasn't been changed, their default faction icon is a white sword. However, I would like to have BLUFOR use the plain blue flag and the plain red flag for OPFOR. Since I'm running a Sector Gamemode mission, I have synced the flags to the Sectors to give better visual feedback on who owns which area, but OPFOR's flag appears transparent. Thank you in advance for your help.
-
- multiplayer
- sector
-
(and 1 more)
Tagged with:
-
So I should probably preface this by saying that I quite literally have no idea what I'm doing here. With that being said, I'm looking into making custom uniforms using vanilla textures and I think I've made a realization: there are certain uniforms (Like for example, the Kerry fatigues in Adapt or the base NATO T-shirt fatigues) that are made via somehow placing one part of one texture over another part of a second texture. (Using one of the previous examples, they would either put the top of the guerilla fatigues over the bottom of the nato fatigues to make the kerry fatigues or vice versa) I'm led to believe this is the case on account of the fact that there is an inventory icon for these fatigues but no texture file in the respective folder, so my question is this: Am I even remotely close to being right on this, and if I am, is it possible to recreate this effect?
-
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
- 8 replies
-
- hiddenselections
- textures
- (and 6 more)
-
WW4 Texture Templates Hello all! Today I'm presenting a set of files that may be useful for many addonmakers - begineers or not. These are texture templates for WW4 mod, that allow to make a fairly detailed textures for WW4 models. While WW4 Modder Resources contain most thing that You would need, they lacked good templates for vests. Due to this most of the WW4 retextured vests are of "camo-all-over" nature like on picture below. See the difference? I've wanted to have some more details, like visible webbing or PALS. Also I couldn't find any template for PASGT vest. So I've jumped into GIMP and made what I wanted to have. Most of this work is quite old, earlier versions of these files were used to make units for Revan's Brotherhood Rising mod, but now I've revamped them a little bit and released to public. I hope some of You will find them useful. Download here. To edit the .xcf files GIMP is needed - for those who don't know it's a free but very useful (and powerful) image editor. Get it here. When You're done save as .png or .tga, and then conver to .pac using Your converter of choice. Included are: 1. Uniforms: BDU - containing also webbing for units without vests BDU with baseball hat - that was made by Sanctuary later and never got into Modder's Resources Pullover - useful for civilian-looking insurgents. 2. Vests: 6B23 - Russian style vest with webbing inspired by RD-54 and Neva LBE IBA - early version with OTV shell with PALS/MOLLE PASGT - contains ALICE webbing for Your Cold War purposes. Credits go to Hyakushiki (author of the models which Sanctuary used as a basis for his work), Sanctuary ('nuff said) and Jklv (who made "wrinkle" textures for IBA and 6B23). I've just put it all together, made PASGT template, cut the details (straps, webbing) and so on. Uniform models have lapels deleted so on-body webbing (without vest) will look nicer. For more clothing parts and camo patterns check aforementioned WW4 Modder Resources. You may also find useful a camo patterns made by SomerenV. Also, there are some more templates in my cooker, namely Ranger Body Armor (Blackhawk Down!) and IOTV variant of IBA. Oh, and the best part - it's all open-source! :)
-
Hello! I'll start a little from afar. In my mission, I decided to disable thermal imaging optics for M1117 ASV from the RHS mod. For this I used the command "disableTIEquipment". And everything would be fine, but the display built into the equipment continued to display the thermal image. A couple of minutes on google and I found out that this is an old problem. I decided to somehow fight it. A few hours on Google and I learned about procedural textures, pip screens, etc. Then I decided to use the "setPiPEffect" command. But it requires a "rendertarget", which I didn't know. I decided to look at the config.cpp of M1117. I unpacked the addon and, to my disappointment, did not find the class I needed. Then I found a version of this addon prior to including it in RHS. And lo and behold, there is a class for some reason. I entered "rendertarget2" setPiPEffect [0]; in the debug console and it started working, the thermal imager switched to normal image mode. But when entering the gunner, the screen broke. And after leaving and entering the vehicle, this again became a thermal imager. I decided to use addEventHandler ["GetIn", { }]; , but it didn't work correctly. After that, I found out about the CBA and used the XEH. Created a class in the description.ext. class Extended_GetIn_EventHandlers { class rhsusf_M1117_base { class rhsusf_M1117_base_getin { GetIn = "'rendertarget2' setPiPEffect [0];"; }; }; }; But it still didn't work. But it continues to work fine from the debug console. I have been trying to solve this problem for the second week, but nothing works. Of course, I learned a lot in the process, but the problem was not solved. P.S. Sorry for my English.
-
Hello, I am trying to retexture a standard nato rebreather and make it have space and armor. It is doing everything i want it to, accept for having the new textures. Its textures still are the base ones. Please help me and also ignore the wierd file names...So what i called it "Nippel" and "Fucking exerything" The following is said code: class Breath: V_RebreatherB { scope=2; displayName = "Ballistic Rebreather"; author = "Napalm"; class ItemInfo : VestItem { uniformModel = "Nippel\data\equip_rebreather.p3d"; hiddenSelectionsTextures[] = { "\Nippel\data\Fucking_everything\Breath.paa", "\Nippel\data\Fucking_everything\Breath.paa", "\A3\characters_f\data\visors_ca.paa" }; containerClass = "Supply100"; mass = 25; class HitpointsProtectionInfo { class Neck { hitpointName="HitNeck"; armor=10; passthrough=0.2; }; class Arms { hitpointName="HitArms"; armor=10; passthrough=0.2; }; class Chest { hitpointName="HitChest"; armor=10; passthrough=0.2; }; class Diaphragm { hitpointName="HitDiaphragm"; armor=10; passthrough=0.2; }; class Abdomen { hitpointName="HitAbdomen"; armor=10; passthrough=0.2; }; class Body { hitpointName="HitBody"; armor=10; passthrough=0.2; }; }; }; };
-
Hello I would like to unite players from countries that do not have representation in ARMA 3 to share textures for different mods and the creation of new ones.(SORRY FOR MY ENGLISH)
-
Custom Quad bike textures not showing SOLVED
felipechapmanfromm posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I copied the code from my working offroad texture, modified it for the quad and placed it directly below in cfgVehicles within the config.cpp. In Eden editor the bike shows in the spawn menu but spawns with a default texture. Any help is appreciated. class C_Quadbike_01_F; class Custom_Quadbike: C_Quadbike_01_F { crew = "Custom_crew_F"; side = 1; scope = 2; scopeCurator = 2; vehicleClass = "Car"; faction = "Custom_Faction"; displayName = "Custom Quad Bike"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\MyAddon\Data\custom_quad_bike.paa"}; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; }; }; Cheers SOLVED: 'camo' in hiddenSelections should be 'camo1' -
Dear Bohemia Community, Hope You all well and safe, I just want to change the color of HMMWVs vehicles which base in this Addon EWK_HMMWV , I have all the tools to make that but I can't find the file of the colors. Is there someone have already made that, I need the help to do that
-
is it possible to make an Addon to hide parts of the vanilla vests, for example, hiding the shoulder armor on the carrier GL rig?
-
Version 2.0 Description: This pack adds 37 new faces to your game and also unlocks faces from campaign. Download: The mod can be found on these official release mirrors: ARMAHOLIC WITHSIX STEAM WORKSHOP GOOGLE DRIVE Gallery: Full Gallery Link Classnames Link
-
Configuring an object with switchable textures with setObjectTexture
theVestarr posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi all, I've recently taken my first steps in arma modding and have successfully created an object in blender, added textures and materials, imported to the game etc etc. Consists of 7 components and 4 different textures. I'm attaching a picture of it below: It's basically an airport taxiway direction sign, for immersion. These 3 "displays" with letters on them are their own components in the custom LOD (display_L, display_M, display_R) and have an emissive material applied to them (no texture in the material), which works pretty great. However, I would like to be able to switch the textures on those displays with scripting (setObjectTexture command), and I''ve been trying to use hiddenSections for that with no luck so far. When I run getObjectTextures on the object, it returns the ones that are set in the config. If I run setObjectTexture and then getObjectTextures, it gets updated, but nothing changes on the model. Model has these 7 components and display_L, display_M and display_R have the same textures assigned to them in the object editor as the ones mentioned in the config. Here's my configs: model.cfg class CfgModels { class Default { skeletonName = ""; sectionsInherit = ""; sections[] = {}; }; class VAP_DTD_SIGN : Default { skeletonName = "VAP_DTD_SIGN_Skeleton"; sections[] = { "body", "display_L", "display_M", "display_R", "Leg1", "Leg2", "Leg3" }; }; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class VAP_DTD_SIGN_Skeleton : Default { skeletonBones[] = { "display_L", "", "display_M", "", "display_R", "" }; }; }; config.cpp class CfgPatches { class VESTARR_AIRPORT_PROPS { requiredAddons[] = {"A3_Structures_F"}; name = "Name"; author = "Vestarr"; url = ""; requiredVersion = 0.1; units[] = {"VAP_DTD_SIGN"}; weapons[] = {}; }; }; class CfgVehicles { class Thing; class VAP_DTD_SIGN : Thing { displayName = "D-T-D Taxiway Sign"; author = "Vestarr"; editorPreview = "\airportshit\data\dtd_sign\icons\dtd_sign_icon.paa"; scope = 2; mapSize = 0.9; accuracy = 1; destrType = "DestructNo"; model = "\airportshit\data\dtd_sign\objects\dtd_sign.p3d"; hiddenSelections[] = {"display_L","display_M","display_R"}; hiddenSelectionsTextures[] = {"\airportshit\data\common\textures\taxiway_dir_b_9_ca.paa", "\airportshit\data\common\textures\taxiway_mark_a_ca.paa", "\airportshit\data\common\textures\taxiway_dir_b_9_ca.paa"}; }; }; Also my material, in case it matters: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={100, 80, 28,0.2}; specular[]={0,0,0}; specularPower=2; PixelShaderID="Normal"; VertexShaderID="Basic"; Can anyone shed some light how does this thing work and how to use it properly? I'm really confused. -
Hey all. Apologies if I posted in a wrong section. I'm getting into modding and I'm playing around with some different solutions. I was thinking about creating and releasing a mod soon. As a part of it however, I need to create a custom object that can draw a text (from its custom attributes) on its flat surface. I really want to avoid creating textures for every single digit and letter of the alphabet. I'm guessing it's possible, as even aircraft HUD's and dials can display current altitude and speed. I tried looking it up on the forums but I didn't find anything useful. Obviously performance is key for me, so if there isn't any good way to solve it, I'm happy to do it with a ton of textures instead. The object is very unlikely to change its text mid-game because it's basically a specific, static sign, so I don't know if having each frame loop to update it is really necessary, unless it doesn't take too much power. In case I need to use the textures approach, can anyone shed some light how to create an object that works with setObjectTexture? As mentioned earlier, I would like to provide some extra options in the eden editor's object's attributes to customise the sign's textures, is there a way of making it reflect its textures set in attributes in Eden after they've been changed? Is there a way of creating textures that glow in the dark, or otherwise having a light on an object that turns on at night and lights up the sign? Thanks!