Forum Jump :

Author Message


Posts: 35
Rank:


Level: Member

Country: pl
Location:
Occupation:
Age: 19
In-game name:

 
#1 Posted at 2012-01-24 18:32        
     
Hello, I am totally not sure if this is the right place to ask that, but I am working on a project on my own, about own factions (trying to make a map as well) I have only succeeded to re-texture ACR troops and a helicopter... However they had the camo I needed so I didnt need to fight with that... However now other units I want to re-texture have a bad camo for my faction, I want to make a woodland camo from desert so I wanted to ask the GFX makers that work in making Addons and texturing them, How do you actually make or re-texture a camo? Do you use special program for that? (like Photoshop)

Thank you...
Norton...

P.S.: Admin if you know any good location for it to be in please move it!


Author Message


Posts: 19071
Rank:


Level: Super Admin

Country: nl
Location: The Netherlands
Occupation:
Age: 38
In-game name: Foxhound

 
#2 Posted at 2012-01-24 19:09        
     
Editing questions belong in the editing section, in this case the Addon editing section.

Have you ever seen our FAQ? There are lots of tutorials available as well as other info:
http://www.armaholic.com/plug.php?e=faq&cid=9

Visit my family webshop desteigerhoutshop.nl.

Advertisement


Author Message


Posts: 35
Rank:


Level: Member

Country: pl
Location:
Occupation:
Age: 19
In-game name:

 
#3 Posted at 2012-01-24 19:48        
     
Did not really find anything that helped me out with making a camo >.<


Author Message


Posts: 85
Rank:


Level: Member

Country: ca
Location: Calgary, AB
Occupation:
Age: 17
In-game name: CTF_Arora

 
#4 Posted at 2012-01-25 06:32        
     
Personally I cant afford Photoshop, nor can I understand GIMP. The process is mostly the same for each though.

step 1 --- locate the files you want: what you will need is the *_CO.paa and the *_NOHQ.paa image of the same template

step 2 --- convert them to a .tga file, so they can be edited in your choice of photo rendering program [Photoshop, GIMP, or Paint.net(The one I use)]. to do this, go to texview, open the files there, and save them as a .tga. you probably want to keep the title the same so you dont get mixed up.

step 3 --- open the *_NOHQ files, and then greyscale, desaturate, or whatever makes them grey and uncolorful them. i personally am debating weather the inverting looks better, you can decide for yourself.

now comes the fun part: Painting

step 1 --- save your image as something different, you may want to close it and work on it later.

step 2 --- [photoshop and paint.net] create a new layer, and set layer properties to multiply. this will darken the colors you want to use, so be aware of that. use the *_CO.paa image to reference where the pain may apply, such as a vest, helmate ect.

step 3 --- once you are happy with what you want, you are now able to test this in game, nothing special is needed, you can even put your texture into a mission folder, and export to single player. a different code will be required for either process though.

-Mission --- put this into the init line of your char: this setObjectTexture [0,*path to your *_co.paa*];

-config.cpp --- in the units definition, you may place this code:

hiddenSelections[]={"camo1"};
hiddenSelectionsTextures[] = {"*path to *_co.paa"};

I have no idea if this works with ACR troops, they may not have the option.
I'd have to look into which units have that option: most vehicles, such as the Abrams have that.

hope this helps any bit :-)

-CTF_Arora


Author Message


Posts: 35
Rank:


Level: Member

Country: pl
Location:
Occupation:
Age: 19
In-game name:

 
#5 Posted at 2012-01-25 10:04        
     
Thanks! I got to know how to do it a bit now, however I am confused as in some nohq there are lights and wheels so when I apply the whole camo layer the wheels get into camo colors, same the lights, isnt that a bit "weird"? And I use paint.net its way easier to use it for me then photoshop :P and ofc I cant afford it xD


Author Message


Posts: 745
Rank:


Country: us
Location: Somewhere Out There
Occupation:
Age:
In-game name: NoQuarter

 
#6 Posted at 2012-01-25 12:03        
     
For simple texture changes (or swaps) less is more...unless you are "modeling" structural changes with whatever graphics editor you are using then there should be no need -or reason- to alter the corresponding normal (or bump) map (*_nohq, *_novhq) files.


Author Message


Posts: 35
Rank:


Level: Member

Country: pl
Location:
Occupation:
Age: 19
In-game name:

 
#7 Posted at 2012-01-25 14:31        
     
# NoQuarter : For simple texture changes (or swaps) less is more...unless you are "modeling" structural changes with whatever graphics editor you are using then there should be no need -or reason- to alter the corresponding normal (or bump) map (*_nohq, *_novhq) files.

dont really get what you mean, do you mean I just apply the camo on the lights and wheels etc?


Author Message


Posts: 85
Rank:


Level: Member

Country: ca
Location: Calgary, AB
Occupation:
Age: 17
In-game name: CTF_Arora

 
#8 Posted at 2012-01-26 00:04        
     
# NoQuarter : For simple texture changes (or swaps) less is more...unless you are "modeling" structural changes with whatever graphics editor you are using then there should be no need -or reason- to alter the corresponding normal (or bump) map (*_nohq, *_novhq) files.

thanks for clairifying, i forgot to add that you must save your edited *_nohq file to a _co instead


Author Message


Posts: 35
Rank:


Level: Member

Country: pl
Location:
Occupation:
Age: 19
In-game name:

 
#9 Posted at 2012-01-26 00:13        
     
# CTF_Arora : thanks for clairifying, i forgot to add that you must save your edited *_nohq file to a _co instead

Well yes but I cant just camo the whole thing I mean, what about the tiers, lights etc?


Author Message


Posts: 85
Rank:


Level: Member

Country: ca
Location: Calgary, AB
Occupation:
Age: 17
In-game name: CTF_Arora

 
#10 Posted at 2012-01-26 21:47        
     
BIS uses multiple texture files, search around, and ill think you will find more of them.

the code part of it is simple realy:
hiddenSelections[]={"camo1","camo2"};
hiddenSelectionsTextures[] = {"*path to *_co.paa","*path to other *_co.paa"};


Author Message


Posts: 35
Rank:


Level: Member

Country: pl
Location:
Occupation:
Age: 19
In-game name:

 
#11 Posted at 2012-01-26 21:55        
     
Well now I am confused I got Vodnik out from arma 2 pbo, I got all the setting changed (It does show in my faction all good) however texture is... not working, I changed it into the direction of the addon because it was getting the texture from "ca" folder and I guess "picture" in vehicleclass is the texture?, I as well changed the hiddenSelectionsTextures[] = path (the files are the same, by name, the addon is just suppose to get the custom texture from the addon its self not from ca folder)

Could anyone help me out?

EDIT: So I did

hiddenSelectionsTextures[]
hiddenSelections[]={"camo1","camo2"};
To every model in the config.cpp and nothing changed, IG it still shows its default texture even when in configs its asked to take from the addon its self, and yes the textures are edited correctly and are replaced.

This post was edited by Norton (2012-01-26 22:35, 1008 days ago)


Author Message


Posts: 85
Rank:


Level: Member

Country: ca
Location: Calgary, AB
Occupation:
Age: 17
In-game name: CTF_Arora

 
#12 Posted at 2012-01-27 17:48        
     
hiddenSelections[]={"camo1","camo2"};

this part comes straight off the config of the Vodnik, it may have a different variable names then the abrams, or none at all. that being said:
  hiddenSelections[] = {"Camo1","Camo2","Camo3"};
  hiddenSelectionsTextures[] = {"\ca\wheeled2\gaz39371\data\gaz39371_vodnik_basis_01_co.paa","\ca\wheeled2\gaz39371\data\gaz39371_vodnik_cabin_co.paa","\ca\wheeled2\gaz39371\data\gaz39371_vodnik_mod_out_co.paa"};

this is the exact line from the GAZ with the 30mm on top.

to make your own texture through addons:

 class GAZ_Vodnik_HMG;
 class YourClassName : GAZ_Vodnik_HMG
 {
  hiddenSelections[] = {"Camo1","Camo2","Camo3"}; //these are the hidden selections in the model, the will never change
  hiddenSelectionsTextures[] = {"Camo1's TEX","Camo2's TEX","Camo3's TEX"}; //these are the texture files you designate, they will work on this model 
 };
putting the addon in the CA directory will not have any effect on the model itself.

to my knowlage, the other vodnik models do not have such feature.

Edit:
i make soo many mistakes :-(


Author Message


Posts: 35
Rank:


Level: Member

Country: pl
Location:
Occupation:
Age: 19
In-game name:

 
#13 Posted at 2012-01-27 19:36        
     
I have found something irrotating... Please take a look at these images!

http://imgur.com/a/x9VfM#5 (Album Link)

Look forward and you will see 3 vodniks, from far the texture I made is showing up however if you zoom in or walk close to the vehicle it disappears and puts the normal RU texture... What the hek? Can someone help me out with this please?!