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Found 19 results

  1. Hi Everyone, I have a big problem with texturing this little plane, for whatever reason (probably me) textures are displayed correctly, however when I try to add details I get this: Texture from Photoshop: and Any help is greatly appreciated. Thank you.
  2. Hi everyone ! I'm trying to apply a texture on the cash register desk (Land_CashDesk_F). I tried with the console (setObjectTexture command) which didn't work and then with the config.cpp but the texture of the desk stille the orginal one. Moreover, there's no "hiddenSelectionsTextures" in the orignal config of the furnitures. Do you have any idea how to solve my problem ? ps: sorry for my bad English, it isn't my mother tongue
  3. Dreamshot-068069dd371912f1

    Objects behind glass are white

    So, im onto this problem for several hours now. im texturing a building rn but some of the objects/walls behind my glass are white. i tried to fix the faces, move the faces to the top, repair, turning and so on but it still wont work. i really dont know what i could more. does anyone of you have an idea?
  4. Hi All, I'm new to texturing and messing around with different mats, maps, etc with Arma, so i don't really know what's going on here. Currently, I'm trying to figure out why my model always has the same stretched and scuffed areas on the models texture even though they are all using different UV maps? I'll show some screenshots showing different textures and maps being used, but no matter what the same areas on the model are disgusting (ignore the actual textures, they're only there for testing this issue) Screenshots: https://imgur.com/a/smCrKS7 Furthermore, its almost like it hasn't even changed from the very first prototype UV I did - even though they're different maps that have been exported from blender (each model has a different and modified unwrapped blender .png), then into paint (to apply the crap textures), then changed into the .paa's for the game. At the top of the backpack models, they're constantly being stretched, I just don't understand why and how - Any help would be greatly appreciated! Cheers, Tom.
  5. I have uniform model with one base texture. I imported it in Arma 3, but there is a high specular. How can I decrease specularPower?
  6. Hi all, I've run into a small problem today. I wanted to set up some custom textures and a material in my mission and do some magic with it with scripting. I wanted to use the Super Shader but the game won't let . me The main problem is just the paths to the textures/maps in the rvmat. It's easy in the Addon editing, but how can I make the texture paths relative to the mission? I'm just getting an error that it could not load the texture. Code: class Stage1 { texture="data\textues\scorpion_nohq.paa"; uvSource="tex"; }; I have the "data" folder in my mission root and the path is as follows above. File exists and it's not corrupted I guess - TexView2 sees it properly. I tried changing the path to e.g. textureTest.lingor3\data\... or using __FILE__ but no joy either. Could anyone shed some light on that please? Thanks!
  7. Hey all, Booted up Arma today to test some things. I noticed that some of the heads in ASCZ_Heads and all of the heads in my Arma 3 Females mod are having issues with the arms and legs textures being completely white or having screwed up lighting. Does anyone have an idea of how I could fix this? I am using custom arm/leg textures for these modifications. https://steamcommunity.com/sharedfiles/filedetails/?id=2021778690 Would appreciate any help y'all can give. Thanks much! Sam
  8. I've been getting into re-texturing recently. i have noticed that the re-textured units have low resolution. i'm putting the blame on the conversion from jpg to paa using TexView2. i was wondering if there was any way to have the final paa file have higher quality. Thanks! EDIT: i converted the gimp file into TGA instead. But now Texview 2 and image2paa wont work. they both fail to convert
  9. So I see that the DLC vehicle templates are included in 'Arma 3 Samples' but not the base game vehicle templates like "Offroad 01" / "C_Offroad_01_F". Does such a template exist for the original offroad vehicle? I've found some community templates for it but they don't have the layer detail and are hard to paint properly. fingers crossed!
  10. the VR suit (e.g. "O_Protagonist_VR_F") should have 4 hidden selections for retexturing, as added by @Locklear around the time of this post: however the camo3 selection (the armour plates) doesn't seem to work still, either by editing configs or using setObjectTexture command. Has anyone had any luck getting this working or is there still a problem with the selections for this uniform? an example config below would show up all green apart from the armour, still with original texture: hiddenSelections[]= { "camo_stripes", "camo1", "camo2", "camo3" }; hiddenSelectionsTextures[]= { "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)" }; hiddenSelectionsMaterials[]= { "a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat" };
  11. I have a question related to how the Arma engine handles texture draw calls for .p3d models with multiple texture selections. In an effort to try an explain what I'm getting at, I'll give an example: Take a Helicopter with two texture selections, it has two selections in order to maintain relatively decent quality in LOD resolution 1 (I think the Arma 3 Helicopters DLC Chinook has two UV selections). Would it be beneficial to have (in LOD resolution 2+) a single UV selection (i.e. less textures to draw), like a solid colour or similar? The reason I ask is because I'm not sure whether or not Arma 3 still draws those textures for the model in the other LODs even when a different LOD is loaded, or if the textures are only drawn when the LOD transition takes place. To put it another way: If I have a model with "Camo1" and "Camo2" selections in the View-Pilot and 1.000 LODs but only a "Camo_lod" selection in 2.000+ LODs, would that be better performance wise than just leaving the "Camo1" and "Camo2" selections through all of the LODs?
  12. Basically i'm trying to edit the textures of two uniforms, "U_I_G_Story_Protagonist_F" and "U_I_G_resistanceLeader_F" but I cant for the life of me actually figure out where to find the .paa files to actually then edit them, would love for someone to tell me how to find them, so I can then find other ones in future.
  13. This is a script I wrote to improve and speed up my workflow for the mod I'm working on. I decided to share it with the rest of you in case you are as frustrated as I am while iterating textures. It's pretty easy to use but for the sake of clarity I will write down details. Why? Copying and collapsing layers into their corresponding channels (gloss, specular, alpha etc), save as .tga, browse to correct data folder, write the name of the texture (in case your PS file had a different name), select number of bits, export, open TexView, save as .paa. <---- This times the number of textures needed to complete the asset takes a lot of time, especially when iterating. Also, working with channels in Photoshop can be tedious and this script/workflow fixes that too. So, what does the script do? All of these steps. .tga and .paa files are outputted. It forces a workflow but it is, in general, a good one to follow anyway. In detail, this is how the workflow works. 1. Setting things up: The script can be anywhere on your machine. The PSD can be anywhere on your machine (but in general place it in your source folder). To setup the Arma 3 Tools path for the script, open ps_to_paa.jsx (in notepad is fine), on the 4th line type the path to your Arma 3 Tools. To setup your EXPORT path, in Photoshop go to File>File Info... and type the path in the Description field. For example P:\myMod\data. Do not write/paste the last " \ ". This has to be done for each PSD you make. To setup an export keyboard shortcut (which is very much recommended): open the Actions window in Photoshop, "Create New Action", name it something like PS_To_Paa, set function key to any of your preference (I use F7), hit Record, Go to File->Scripts->Browse... and load the ps_to_paa.jsx file you downloaded. Stop recording. Now when you hit F7 the script will run. 2. PSD authoring Workflow. The workflow is based on Layer Groups. It does NOT support having layers outside of groups but hidden layers inside groups are OK (won't be exported). Groups within groups might not work (haven't tested it). Each texture, for example "myImage_co", has it's own group. In some instances, for example if you want an alpha channel for your "myImage_co" texture a special type of group is created, namely "myImage_co.a". This will during export place the information in the alpha group into the alpha channel. The exporter needs and will make use of the alpha channel in the document during export so consider it not yours. Also, please make sure there is an alpha channel in the document before attempting to export. Multiple alpha channels in the PSD is not supported. The script reads and processes following Layer Group names as something special: ".a" - alpha channel of a texture. Example: image_nohq.a ".specular" - if a specular AND a gloss group exists in your PSD it will combine these for you and fill the Red channel with 1. The texture exported will automatically be named _smdi. Limitation: you cannot have multiple spec/gloss textures in your PSD. Example: image.specular and image.gloss ".gloss" - see specular description ^ ".shadow" - Diffuse Shadow part of an ADS/ADSHQ texture - If you're only using Ambient Occlusion/ want the same data as AO in the shadow this group can be ignored. Example: image_ads.shadow "hq.shadow" - same as ".shadow" but as high quality. Example: image_adshq.shadow "REF" - group isn't exported. Example: REF_image See attached image to get a better understanding of what you PSD should look like when following this workflow and what textures it will produce. NOTE: This script was mainly created for my own work so I haven't made it bulletproof. There is almost no exception handling. Errors in your PSD won't be resolved by the script and could break the export half ways and you will have to clean up the mess manually. Undo is not supported but if you undo long enough you'll get back to your "real" history, assuming that you have enough History States. If I see a lot of interest in this, I might come back with one or two updates. One feature I'd like to put in is an option to flip the green channel on export to support for example OpenGL normals maps on the source side (Maya for example) and DirectX after export. Feel free to drop suggestions and if I forgot to mention any step, let me know. Download Photoshop To PAA here (right-click, save target as)
  14. So im looking for someone that would be able to texture my Aligator vehicle from my Slovak Armed Forces mod that i have been working for some time now. Im still noob and learning all the stuff around and figuring them out slowly and texturing and rvmats are whole new segment of the modding for me. Ive already have some textures for this vehicle from Yano ´s older aligator project that he gave me to use. They are still usable i think. So if theres someone who would be able to help and completely finnish the textures please contact me. I would be really glad :) PS: Dont mind the glass texture on some places where it shouldnt be. WIP :P
  15. I have been working on doing some retexturing of some Arma 3 vehicles for a MillSim unit I am a part of since we are thinking about using them in our operations. I’m getting close to being done with a few of the textures and will be starting on writing the configs for the texture pack soon. Being new at modding in Arma I have a question when it comes to writing the configs. From all the tutorials I can find it seems like the “standard” way to do this is make a new vehicle that uses the same configs and model that the vehicle I am retexturing uses, but just with my new textures. I kind of don’t like this Idea as I would much rather just add the texture to the list of available camouflage options for the existing vehicle instead of having a full new vehicle. Does anyone know how I can add my new textures to the list of available textures for that vehicle so it can be changed in 3den, or can point me to some resources that can help? Or is there a reason that I should make each one a new vehicle? Thanks for the help in advance.
  16. Hey, I´ve managed to get a detail map (_dt) with Super shader (.rvmat) in game. Everything is working quiet well, only that the colours are way too strong, it basically miss readys the alpha channel. Colours which should be at about 10% visibility are at almost 100%. Does anyone had experience with that problem before? Ps: For the texture, I have exported the texture_ca.png to texture_ca.paa and renamed it to texture_dt.paa. (exporting as ca works better than dt, see pictures) What the texture should look like http://fs5.directupload.net/images/170414/gn8dqwb3.png What it looks like with _ca export http://fs5.directupload.net/images/170414/x5gbdevp.png What it looks like with _dt export http://fs5.directupload.net/images/170412/ihxtojl9.png (ignore the error, solved already) Thanks for helping! MfG Benno .rvmat file
  17. I have made a retextured version of a weapon, the KAC PDW by Robert Hammer. I want to make this into its own mod, or at least make it so that both my retextured version and the original version can be added into the game at the same time. Currently, when I add the original and the retextured version, the retextured version "overrides" the original, and it also does not let me add attachments or change the fire rate. I would be very grateful if someone knew how to fix this.
  18. Hello there! I'm looking for a clear list of which different "texture layers" (or maps) to make for my model and I would like some advise for where to look for tutorials etc. As of now, I know of these types of maps: Diffuse (General color) Opacity (Opacity, greyscale) Bump map (White is "pop-out") Normal map (Something like bumpmap, but different?) Specular map (Shinyness) Glow map (Glow in the dark, used on chemlights?) Reflection map (The how well if reflects other objects) source for this list. When texturing, is it correct that maps I assign to the model in blender, will be carried over to Arma through Object builder? - In that case, I should be able to use general blender-texturing tutorials as reference, right? As of now, this video is the best explanation of realistic texturing in blender, I have found. Any kind of pointing-towards-where-I-can-learn-more is much appreciated! // JustMathew
  19. Up until now, I've been able to retexture plate carriers for NATO without a problem. However, after the Personal Protection update rolled out on devbranch, I haven't been able to change textures for the "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", and "V_PlateCarrierSpec_rgr". CfgWeapons_NATO: /// Vests class V_PlateCarrier1_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier1_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier1_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; descriptionShort = "$STR_A3_SP_AL_III"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 16; PassThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; class V_PlateCarrier1_mtp: V_PlateCarrier1_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier1_mtp"; displayName = "$STR_A3_V_PlateCarrier1_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier2_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier2_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; descriptionShort = "$STR_A3_SP_AL_IV"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 20; PassThrough = 0.2; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 20; PassThrough = 0.2; }; class Body { hitpointName = "HitBody"; passThrough = 0.2; }; }; }; }; class V_PlateCarrier2_mtp: V_PlateCarrier2_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier2_mtp"; displayName = "$STR_A3_V_PlateCarrier2_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierRecon_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierRecon_rgr"; scope = 2; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; displayName = "$STR_A3_V_PlateCarrier1_rgr_V_PlateCarrier_Kerry0"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrierRecon_mtp: V_PlateCarrierRecon_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrierRecon_mtp"; displayName = "$STR_A3_V_PlateCarrierRecon_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierGL_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierGL_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; overviewName = "$STR_B_SOLDIER_GL_F0"; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page09_ca.paa"; descriptionShort = "$STR_A3_SP_ER"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 94; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 94; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.6; }; }; }; }; class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_mtp"; displayName = "$STR_A3_V_PlateCarrierGL_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierSpec_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; DLC = "Mark"; descriptionShort = "$STR_A3_SP_AL_V"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = "Supply100"; mass = 120; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class V_PlateCarrierSpec_mtp: V_PlateCarrierSpec_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_mtp"; displayName = "$STR_A3_V_PlateCarrierSpec_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; CfgWeapons: class CfgWeapons { class Uniform_Base; class UniformItem; class Vest_NoCamo_Base; class Vest_Camo_Base; class VestItem; class V_BandollierB_khk; class V_Chestrig_khk; class ItemCore; class HeadgearItem; class H_HelmetB_plain_mcamo; class H_Booniehat_khk_hs; class H_Cap_oli_hs; #include "CfgWeapons_CTRG.hpp" #include "CfgWeapons_GUER.hpp" #include "CfgWeapons_NATO.hpp" }; And CfgPatches: // Config class CfgPatches { class A3_Aegis_F_characters_BLUFOR { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_Gamma","A3_Characters_F_Bootcamp","A3_Characters_F_EPA","A3_Characters_F_EPB","A3_Characters_F_EPC","A3_Characters_F_Mark"}; }; }; Anything I'm doing wrong?