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Found 48 results

  1. 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 setObjectTextureGlobal [0, "\a3\characters_f\OPFOR\Data\clothing_rus_co.paa"]; Combat Fatigues (Sage) (reskin of Combat Fatigues (MTP)) this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"]; Combat Fatigues (Woodland) (reskin of Combat Fatigues (MTP)) this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"]; Combat Fatigues (MTP, Dirty) (thanks to SgtDornan) this setObjectTextureGlobal [0, "\a3\characters_f_epb\BLUFOR\Data\clothing1_dirty_co.paa"]; Wetsuit (Raven) this setObjectTextureGlobal [0,"A3\characters_f\common\data\diver_suit_co.paa"]; Guerrilla Garment (Skull Shirt) this setObjectTextureGlobal [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa"]; Guerrilla Garment (Grey Camo Shirt) (thanks to Nightmare515) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa"]; Guerrilla Garment (Red Camo Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa"]; Guerrilla Garment (Orange Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa"]; Guerrilla Garment (Yellow Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa"]; Guerrilla Garment (Blue Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_co.paa"]; Guerrilla Garment (Brown Shirt) this setObjectTextureGlobal [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"]; Guerrilla Garment ('Arnold is Numero Uno' Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_co.paa"]; Guerrilla Garment (Poor Shirt) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_v2_co.paa"]; Guerrilla Garment (Poor Shirt v2) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_v3_co.paa"]; Guerrilla Outfit (Checkered) (incomplete) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_co.paa"]; Guerrilla Outfit (Checkered v2) (incomplete) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_v2_co.paa"]; Guerrilla Outfit (Green) (incomplete) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_v3_co.paa"]; Guerrilla Outfit (Orange) (incomplete) this setobjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_kabeiroi_co.paa"]; Guerrilla Outfit (Red) (incomplete) this setobjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_bandit_co.paa"]; Guerrilla Smocks (Yellow) (thanks to Debrin052) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\hunter_bushman_co.paa"]; Syndikat Reskin of Combat Fatigues (AAF) this setObjectTextureGlobal [0, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"]; Brown Reskin of Combat Fatigues (AAF) (thanks to M. Glade) this setObjectTextureGlobal [0, "A3\characters_f_exp\Syndikat\Data\U_I_C_Soldier_Para_4_F_2_co.paa"]; Worker Coveralls (Bandit) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_bandit_co.paa"]; Worker Coveralls (Grey) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_grey_co.paa"]; Worker Coveralls (Black) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_black_co.paa"]; Worker Coveralls (Urban Camo) this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_urbancamo_co.paa"]; Scientist Clothes (CSAT) 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 setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\ig_poloshirt_1_co.paa"]; Casual Clothes (Brown and Tan) (reskin of Marshal Clothes) this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\ig_poloshirt_2_co.paa"]; VR Suit (No Lights) (thanks to DreadPirate) this setObjectTextureGlobal [0, "\A3\Characters_F\Common\Data\basicbody_black_co.paa"]; Kitbag (AAF) (backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_digi_co.paa"]; Kitbag (Black) (backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_blk_co.paa"]; Carryall Backpack (Black) (backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_tortila_blk_co.paa"]; NATO Strider (now in Virtual Garage) this setObjectTextureGlobal [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa']; this setObjectTextureGlobal [1,'\A3\data_f\vehicles\turret_co.paa']; NATO Gorgon this setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; this setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; this setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; this setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; NATO Black Pawnee/Hummingbird this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_01\Data\heli_light_01_ext_ion_co.paa"]; NATO Green Blackfoot this setObjectTextureGlobal [0, "A3\Air_F\Heli_Light_02\Data\heli_light_02_common_co.paa"]; NATO Black Blackfoot (thanks to Solitaire195) this setObjectTextureGlobal [0, "A3\Air_F_Beta\heli_attack_01\data\UI\Heli_Attack_01_EDEN_CA.PAA"]; AAF Panther (incomplete) this setObjectTextureGlobal [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_body_indp_co.paa']; this setObjectTextureGlobal [2,'A3\data_f\vehicles\turret_indp_co.paa']; AAF Pawnee/Hummingbird this setObjectTextureGlobal [0, "A3\Air_F\Heli_Light_01\Data\heli_light_01_ext_indp_co.paa"]; AAF Orca this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_indp_co.paa"]; CSAT Zamak MRL this setObjectTextureGlobal [0,'a3\soft_f_beta\Truck_02\data\truck_02_kab_OPFOR_CO.paa']; this setObjectTextureGlobal [2,'a3\soft_f_gamma\Truck_02\Data\Truck_02_MRL_OPFOR_CO.paa']; CSAT Panther (incomplete) this setObjectTextureGlobal [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTextureGlobal [2,'A3\data_f\vehicles\turret_opfor_co.paa']; CSAT Cheetah (thanks to Zygzak191) (incomplete) this setObjectTextureGlobal [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTextureGlobal [2,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_tower_opfor_co.paa']; CSAT Bobcat (incomplete) this setObjectTextureGlobal [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTextureGlobal [2,'A3\data_f\vehicles\turret_opfor_co.paa']; 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 setObjectTextureGlobal [0,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_brownhex_CO.paa"]; 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 setObjectTextureGlobal [0,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_greyhex_CO.paa"]; 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 setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_civilian_co.paa"]; Civilian Mohawk (Dahoman) this setObjectTextureGlobal [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_dahoman_co.paa"]; this setObjectTextureGlobal [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_dahoman_co.paa"]; this setObjectTextureGlobal [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_dahoman_co.paa"]; Civilian Mohawk (Ion) this setObjectTextureGlobal [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_ion_co.paa"]; this setObjectTextureGlobal [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_ion_co.paa"]; 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!
  2. krzychuzokecia

    WW4 Texture Templates

    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! :)
  3. 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.
  4. 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; }; }; }; };
  5. 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)
  6. 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'
  7. 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."; }; } EricJ Weapons Pack If you'd like to donate some money via PayPal my address is flanker56(at)hotmail(dot)com. Thanks! Video done by ToxicSludge Readme https://drive.google.com/file/d/16_dR0ZBWVwGw6JTvj3Rz-bbMYFYWoM5g/view?usp=sharing Arma3.de: http://arma3.de/include.php?path=download&contentid=948 Armaholic Link: http://www.armaholic.com/page.php?id=23858 Play With Six: http://play.withsix.com/arma-3/mods/u100 /////////////////////////////////////////////////////////////////////////////////////////////////////// M32 MGL (originally attempted by Slatts from his source models, etc. and configged by me): Armaholic: http://www.armaholic.com/page.php?id=26659 Play With Six: http://play.withsix.com/arma-3/mods/erikj-m32 /////////////////////////////////////////////////////////////////////////////////////////////////////// Blue Angels Super Hornet Skin Set Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=325018155 Armaholic: http://www.armaholic.com/page.php?id=27017 Arma3.de: http://arma3.de/include.php?path=download&contentid=2482 Play With Six: http://play.withsix.com/arma-3/mods/blueangels Required Addons: - John_Spartan & Saul Super Hornet: http://www.armaholic.com/page.php?id=22594 /////////////////////////////////////////////////////////////////////////////////////////////////////// Tactical Guides Pilot JFO-JTAC Guide Armaholic:http://www.armaholic.com/page.php?id=27025 JFO/JTAC Cheat Sheet: /////////////////////////////////////////////////////////////////////////////////////////////////////// A-164 Wipeout Skin Mod Armaholic (RC7): http://www.armaholic.com/page.php?id=27051 Play With Six : http://play.withsix.com/arma-3/mods/ericj-wipeout Steam Workshop : http://steamcommunity.com/sharedfiles/filedetails/?id=327515225 Arma3.de: http://arma3.de/include.php?path=download&contentid=2500 /////////////////////////////////////////////////////////////////////////////////////////////////////// Helo Skins Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=633842660 /////////////////////////////////////////////////////////////////////////////////////////////////////// Taliban Mini Pack: Armaholic: http://www.armaholic.com/page.php?id=29542 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=588162736&result=1 /////////////////////////////////////////////////////////////////////////////////////////////////////// Thompson Mini-Pack Armaholic: http://www.armaholic.com/page.php?id=27432 Play With Six: http://play.withsix.com/arma-3/mods/FrDIUTMcDkeLgJs6WWAtBw/Thomson-SMG Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=441223919 ///////////////////////////////////////////////////////////////////////////////////////////////////////// RHS: AFRF Lasers Armaholic: http://www.armaholic.com/page.php?id=30197 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=600364780 /////////////////////////////////////////////////////////////////////////////////////////////////////// EricJ Containers Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=776690780 /////////////////////////////////////////////////////////////////////////////////////////////////////// UH-60 Blackhawks for A3 Readme: https://drive.google.com/file/d/1bzQWoPe-1pHoG5DyBhIafoIIpB1CDbAZ/view?usp=sharing Google Drive: https://drive.google.com/file/d/0B8BGm0Pi3UmtSURTX3YtRjBxa0E/view?usp=sharing //////////////////////////////////////////////////////////////////////////////////////////////////////////////// AH-1Z Readme: https://drive.google.com/file/d/1GHjdWcs1afFixvyNaHi_X_NuscDtwMqL/view?usp=sharing Google Drive: https://drive.google.com/file/d/0B8BGm0Pi3Umtd3VfTHBHVDNZaTg/view?usp=sharing ///////////////////////////////////////////////////////////////////////////////// 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
  8. 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
  9. 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?
  10. 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
  11. 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.
  12. 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!
  13. ArmA III has many different vehicles, each with several different available textures. Some like the offroad (and now with the release of Tanks DLC, most armored vehicles as well) even have certain components like doors, camo nets, bags, and supplemental armor that can be added or removed. I love these customization options-- the only problem: it's impossible to edit any of this in-game. My friends and I like to play scenarios using MCC and Zeus to create missions on-the-fly rather than create them beforehand in Eden. This allows for spontaneity and overall shorter prep time. However, Zeus currently lacks the ability to edit vehicle appearance in any way. Currently, if I want an offroad with a different camo pattern or a tank with extra armor around the tracks, I have to edit a scenario to include that specific vehicle for the one missions I will use it in. Adding the ability to customize vehicle appearance to Zeus would go a long way in allowing players like myself to enjoy some of these customization options, especially now that some of them actually have function (e.g. supplemental armor around tank tracks). Players had similar complaints after Jets DLC dropped and there was no way to edit the pylons in Zeus, and then that feature was added. It seems like it'd be similarly easy to add this as well. TL;DR We should be able to edit vehicle appearance in Zeus like we do in Eden.
  14. 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
  15. Rabid Squirrel

    RS - Rain Textures

    Rain Textures By: Rabid Squirrel Version: 0.4.5 About Rain Textures: These are textures for your gear and weapons, that will turn on while it is raining, which should add to the immersion and experience of fighting while it is raining in Arma 3. The changes are subtle and it shouldn't distract you in combat, but they are exaggerated under direct light, which makes it fantastic to look at at night with street lights hitting the water drops. How does this Mod work? When the "rain value" in game is above 50%, doesn't matter whether it is in the Editor, or the Singleplayer Campaign, the textures will apply to the gear. If at any point the rain calms down, or stops, the textures will be removed from the weapon. This was designed with seamless integration in mind, it should be fully compatible with any missions or campaigns that contain Vanilla Arma 3 Content. Experimental Functionality: All Experimental functionality can be turned off as a fail safe. This is because, as per usual, RVMATs are very temperamental and often choose not to load for no particular reason. It's because of this that I've written in overrides to stop these experimental features from running if you deem them to be more detrimental to your experience than beneficial. In addition to this, the default rain rvmats are not likely to look as good as custom made ones might, so they will act as placeholders (specifically the uniforms and backpacks) until I can find time to finish them (this only applies to vanilla gear). I would've used this system for all gear items but unfortunately setObjectMaterial can only operate on Uniforms and Backpacks... such is the way of things. Current Features: Planned Features: (Re-textures of the Following) Continuous Work: Over time all textures will be improved and upgraded along with the release of each new set of re-textures. All of the current features will be tweaked and altered dependent on user feedback, for the best all round experience of this modification. Regarding the FPS (Performance Effects) of this mod: I haven't done extensive testing with regards to FPS yet, you will probably receive a minor FPS dip while the changeover of textures occurs, but after it finishes everything should return to normal... this will depend directly on how many units are in the mission you are playing, because it will have to change over the textures for each of them. Depending on feedback I may change how the script works for better performance, but at the moment you shouldn't notice any problems with your FPS. If you do, alert me right away please. You can do this is the Bug Reports Discussion. Thanks! Have any Bugs to Report? Feature Requests External Links: Steam Page Play withSix Download Option RS - Rain Textures v0.3.3 Changelog: Hidden Selections: For Mod Makers: Images: License: This Content is Licensed under the Arma Public License Share Alike (APL-SA). As always, please ask permission from me directly before reproducing and or modifying the content within this mod.
  16. Hello! I'm very new to making vehicle skins, currently I'm trying to skin cars from the D3S mod and, whenever I try out the skin on a vehicle, i realize it's very pixelated. I'm wondering if there's a way to make it so it's not pixelated? So far I've tried highering the resolution of everything, and making things simply bigger. Thanks in advance
  17. the_one_and_only_Venator

    Custom Helipad Textures

    Is it possible to create custom textures that you can place on the ground in 3den editor like the helipads or dirt patches? Probably a retexture of the dirt patches so helicopters don't try to land there? They don't appear to have hiddenSelectionTextures and setTexture didn't work.
  18. I use a mod from the workshop that is free for retexturing. Mod works perfectly fine on its own. No problem. I did the retexturing in a new mod folder. I renamed the .paa files and the .p3d files. I figured out where to change stuff in the config (at least I guess I did)... Because if I run "my" mod, the class names and how the uniforms are named in the ace arsenal are still the same as in the original mod. Thing is: If I start both mods, I still get the original class name / arsenal name, but with my textures. The original ones nowhere to be seen. I wanna be able to use both mods. As I'm doing this the first time (and till yesterday, I've never seen a config before) I can't figure out where my mistake is...
  19. another day another problem so I work on a little mod to make FIA, in Opfor side, more "aggressive" with stuff that already in game, i disabled randomization and load the injury rvmats for the nato WDL uniform, for the sniper with the full body uniform, the blood displayed well the two characters with tshirts, the blood displayed only on the pants (look the second image) this is the code class O_ZU_Medic_tsblue: O_G_medic_F { scope = 2; scopeCurator = 2; scopeArsenal = 2; author = "$STR_A3_Bohemia_Interactive"; model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass = "U_O_ZU_Medic_tsblue"; hiddenSelections[] = {"Camo", "camo2"}; hiddenSelectionsTextures[] = {"\A3\characters_f\BLUFOR\data\clothing_wdl_co.paa","\a3\characters_f\Common\data\basicbody_blue_co.paa"}; linkedItems[] = {V_PlateCarrierk_nflg, H_MilCap_blue, ItemMap, ItemCompass, ItemWatch, ItemRadio, }; respawnLinkedItems[] = {V_PlateCarrierk_nflg, H_MilCap_blue, ItemMap, ItemCompass, ItemWatch, ItemRadio,}; class Wounds { tex[] = {}; mat[] = { "A3\Characters_F\BLUFOR\Data\clothing1.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat" }; }; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"",false];"; }; }; i have to make 16 characters , but i want they with full features thanks in advance p.s. the code to stop the randomization, it's the correct one, the one on the wiki does not work
  20. Mathias Westergaard

    Texturing skins - FREE

    Hello, I can re-texture your skins! If you send me some files, (.mdl for the model, and an image file containing the flat-textured) I can make skins to your liking! If you comment here, I'll get back to you when I see it! - Mathias "West"
  21. Hi all I have an issue with my textures once Buldozer launches. My layers.cfg is perfectly fine and to my knowledge my textures have been converted to PAA from TGA via TexView so I don' think they're the cause. Any input or feedback on this issue would be great as I don't have a clue what could cause this. I personally think its the Sampler section of my mapframe as seen below, can you guys tell me if these values are correct or incorrect please. This is the issue I see in Buldozer so any help is appreciated.
  22. I think that comment is superfluous. Will indicate only that bugs do not go away even with high level graphics settings. License game from Steam. OS X High Sierra 10.13.2, the performance characteristics are given below. If somebody knows, how to fix this, please post it here.
  23. Hello, I'm trying to understand if it is possible to replace the textures in Arma's houses. I'm building a terrain with typically very colored houses, and that's all I want to do: create a mod with houses based on vanilla Arma, just with different textures. Is this doable? This is what allows me to see a new building type in 2DEN: class CfgPatches { class Colored_Houses { // author name = "Colored Houses"; author = "_SCAR"; // settings units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {"A3_Structures_F"}; }; }; // main object classes class CfgVehicleClasses { class Colored_Houses_Class { displayName = "Colored Houses"; }; }; class CfgVehicles { class Land_i_House_Big_01_V1_F; class Colored_Houses_House_Large_Red: Land_i_House_Big_01_V1_F { scope = 2; vehicleClass = "Colored_Houses_Class"; editorCategory="EdCat_Structures"; }; }; But it is unclear to me if there's a way to set the new texture.
  24. Hey Folks, for the project I'm currently working on, I'm looking for someone who is able to create a high quality 3d model (and textures) for ArmA3, and is able to get it into a working condition into the game (just basic config work, nothing super fancy). What I need is a small vehicle design loosely based on existing (real life) concepts, fit for ArmA3's setting. I don't want to get into more details here, but this is not about tanks, air assets or highly complicated cars, etc. Of course this job is *paid*! If interested, please drop me a private message on the forum and I'll get back to you. Thanks.
  25. In the TerrainBuilder everything looks fine but as soon as I get into the Buldozer I get an error message and cant see any textures. If you need any more screenshots or informations pls contact me