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Found 38 results

  1. 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
  2. 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.
  3. 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"]; 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"; 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!
  4. 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.
  5. 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...
  6. Rabid Squirrel

    RS - Rain Textures

    Rain Textures By: Rabid Squirrel Version: 0.4.0 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.
  7. 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
  8. 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"
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. This is my Zamak Collection. Implement it wherever u want but its forbidden to edit the textures, when u implement it in a Mod/Addon, mention me, thanks. Textures: CDF Syndikat (olive, brown) UNO Fuel Island Port Authority Rainbow (Pixel) Red White Black Blue Green Orange Coming soon: Takistan NVA Soviet Armed Forces Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1383093546&searchtext=zamak
  15. Hi, I want to create an rvmat for a custom headgear. I have created a specular map for it, but I don't know how to scripting it. Does anyone a tutorial or can help me? Thanks
  16. Hey there! I have an object with some proxies in the .p3d file. I would like to be able to do a "setobjecttexture" onto the object and change some selections textures in game. Unfortunately, the texture doesn't change on proxy objects (same hiddenselection name). I worked through this page https://community.bistudio.com/wiki/Arma_3_Setting_Textures_for_Wrecks and tried to adapt this to my problem but no success so far. Anybody who got some experience with this topic? Essentially i want to be able to change the texture of an object and its containing proxies. Thanks in advance!
  17. Hey guys, So I thought I would try my hand at creating my own map. I have successfully been able to import my map into the bulldozer and have been able to view it in bulldozer. My problem is that whenever I go to import an object from the template library it cannot load the texture. It happens as soon as I place an object and it doesn't matter if its from a mod or from stock Arma. What it says is, "Cannot load texture a3\data_f_exp_surfaces\sufaces\surface_concrete.paa." So i guess my question is if I use a mod or even the stock arma props will I need to extract all the pbos into one folder so that the directories will stay the same. Or am I coming at this problem all wrong? Any advice would be appreciated
  18. Hi, I'm a bit new to the forums but definitely not new to the Arma series. Anyhow, recently, I was wondering why no one has attempted to create a realistic and contemporary map related to the Syrian and Iraqi wars. While maps like Diyala exist, there are no Syrian maps like Deir Ezzor, Palmyra or Raqqa. Having said that, I've taken it upon myself to start a project. Unfortunately, I have run into a problem. After following PMC's great tutorial titled, "ArmA 3 Real World Data Terrain Tutorial," in conjunction with the Ultimate Terrain Tutorial, I reached a point where I don't believe there was any clear mention of what processes are involved. For example, I have gone through and created all of the necessary files, like heightmaps, satellite textures, etc, but when I got to the point of using L3DT to create attributes and texture files, I ran into a problem. What exactly am I supposed to import into L3DT in order to be able to use TerrainBuilder? I'm looking at the Ultimate Terrain Tutorial, the portion where he talks about TerrainBuilder, and I noticed that he has the following: a satellite texture, a heightmap and a satellite mask. I imported the heightmap (developed in Global Mapper) into L3DT and exported it as necessary. I also figured the satellite texture was the PNG I downloaded with Terraincognita. I managed to import all of these into L3DT and export them as required, but I am puzzled by the satellite mask. Apparently it is generated from an attributes layer but I don't exactly have an attributes layer to accompany these other files. Can someone please guide me into finding an answer? I looked hard but I could not find anything specifically addressing my problem. This is literally the only barrier I have right now and it is a significant one at that. I have my texture and heightmap loaded and attempted to create an attributes layer by scratch, but it only spawns a plain brown (desert) or blue (water) square. It doesn't correspond at all to the parameters of my original files. Thanks in advance,
  19. 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
  20. Hi! Guys I need help my first project. I am stucked at creating material for my model. When I apply just diffuse texture, everything works just fine, but I cannot get working other textures. I am currently trying out Super Shader, but with same results over and over again. When I apply RVMAT on my model, textures will not show up and lighting will mess up badly (I tried to recalculate normals). Do you have any idea what Im doing wrong? I have some experiences with coding, but Im pretty new to this kind of stuff. I tried to use tga as well as paa texture without success (buldozer did some work with tga textures but at the end didnt used them and kept model grey) Screen from Buldozer (only diffuse texture) https://imgur.com/AOBY3Uo Screen from Buldozer (with RVMAT) https://imgur.com/MvhiCxL Screen from Substance Painter https://imgur.com/2ayLvAt Here is my RVMAT ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.700000,0.700000,0.700000,1.000000}; specularPower=180.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 //Normal map (_NO or _NOHQ) { texture="DrugsAndCoins\textures\Briefcase_nohq.paa"; uvSource="tex"; }; class Stage2 // Detail map (_DT) { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)"; uvSource="tex"; }; class Stage3 //Macro map (_MC) { texture="#(argb,8,8,3)color(0,0,0,0)"; uvSource="tex"; }; class Stage4 //AmbientShadow map (_AS) { texture="DrugsAndCoins\textures\Briefcase_as.paa"; uvSource="tex"; }; class Stage5 // Specular map SMDI { texture="DrugsAndCoins\textures\Briefcase_smdi.paa"; uvSource="tex"; }; class Stage6 //Frenel { texture="#(ai,64,64,1)fresnel(1.3,7)"; uvSource="none"; }; class Stage7 //environment map { texture="ca\air\data\env_co.paa"; uvSource="none"; };
  21. HI, does anybody knows fix to this bug?? it happens almost every time i join server/start sp game and sometimes its not realy bad but sometimes u cant see anything (see pictures) It happens both on modded version and vanilla.. i was running this game on this PC for long time but i didn't have any issue before here are my specs: Intel® Core™ i7-4500U 8gb ram AMD Radeon HD 8750M 2gb
  22. Hi all, I experience a lot of texture flickering while zooming in (see video). Also parallel line textures like on vent doors or car grills are also "moving" constantly even when not zoomed. Is this unsolvable z-fighting or do I miss anything? As far as I can tell it's not directly connected to AA Youtube testvideo I tried already a lot of diferrent graphic settings, pre-/post- AA, higher resolutions, etc. Had the same problem with a Geforce GTX 970. Thought it could be a VRAM problem and bought a AMD RX 480 8GB. Same issue... My specs: - Win 10 - Intel i5 6600K oc 4,5 GHz - MB MSI Z170-A-PRO - 8 GB DDR-4 - GPU Radeon RX 480 8 GB
  23. 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.
  24. First of all sorry to disturb you but this is the first time I create a map. I built all the Heightfield/satellite/normal maps on L3DT however I need to build the mark map. So for what I’ve understood (correct me if I’m wrong) the mark map is the tool used to order teambuilder to put the texture X when he sees the corresponding color on the mark map. All the corresponding colors are put in the layers.cfg file. The layers.cfg file also indicates which paa and rvmat files are linked to a X texture. So now there is my problem (and I’m sure this won’t be the last). I’m using the atlas guide to build this map. However, in the files he gives us some textures are missing (i think he only put the ones he needed for the guide). So I’ve been planning to modify the layers.cfg file and add the missing texture directly. I’ve managed to find the paa files I need in the a3 file (P:\a3\map_data) however I think I need the rvmat files and didn’t manage to find them. So I have several questions. First of all am I doing the right thing or is there no need to do all the modifications on the layers.cfg file? If I am doing the right thing, do you have any idea where I could find the rvmat files? If i'm not doing it right, what should i do according to your experience? Again sorry to disturb you, I tried to search a topic like that on the forum but didn’t find any (maybe because it's too basic). Thank you for your answers. Arquilius
  25. Hello Bohemia Community; I recently ran into a really confusing and frustrating issue with Arma 3 servers, and I'm hoping for some potential insight. What's happening is that, when I connect to certain servers, the game loads into a place devoid of objects, terrain details, and even my own 1st/3rd person character model; the only things that I can see are the grass and the terrain color/texture itself (I've attached some image links). I'm absolutely certain that these images are not in debug areas too. I've connected to a good variety of servers with the same sort of outcome. Here is a small list of servers I experienced this issue: Trailerpark Wasteland on Tanoa (A3 Wasteland Version 1.3B) BIB Wasteland (A3 Wasteland Version 1.3C) BFC Exile Esseker US #2 EXP Exile Chernarus EXP Exile Napf However, to make it more confusing, these results are rather inconsistent. For instance, I can load into an A3Armory (runs A3 Wasteland Version 1.3C) hosted server, and everything would load in fine: I see buildings, terrain details like rocks and underbrush, trees, etc., vehicles, weapons, and my character model. As potential fixes to this problem, I've tried: Reverifying my game cache of Arma 3 on Steam A clean reinstall of the game itself A clean reinstall of my game mods Isolating mods reported to have issues (a Steam forum page noted that the "CUP Terrain - Maps" mod specifically had this rendering issue - the forum suggested the "Auto Detect" button in the Arma 3 video settings, but that didn't work). I'm unsure of what else I could possibly do, and so now I turn to a community that knows much more than me, at least. I hope to hear back from those of you who could possibly help. BFC Exile Essker US #2: Trailerpark Wasteland on Tanoa:
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