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#1 Posted at 2013-12-31 17:16        
     
Hey guys,

I'm retexturing my first ever model in Arma. (Buzzard becoming more like the Swedish AF.)
I'm using PBO manager to pack them up, editing them in photoshop and then there's problem. Somehow I need to pack my newly edited file into .pbo?
I have tried Eliteless and BinPbo and I don't know if I just can't use them or they don't do that kind of stuff.


So, if you have experience, I would like to know how I convert my file and add it into the game.


Happy new year Armaholic!

My Best Regards
Philip Linde


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#2 Posted at 2013-12-31 18:49        
     
Did you try using Addon Builder which comes with the new Arma 3 Steam tools?


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#3 Posted at 2013-12-31 18:56        
     
use, BinPBO Personal Edition. simplistic as a naked mole rat on a cartoon show.


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#4 Posted at 2014-01-01 11:48        
     
# Aduilo : Did you try using Addon Builder which comes with the new Arma 3 Steam tools?

Ok, thanks.
So on the top bar I put my newly changed texture file (.paa) and on the bottom one....?


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#5 Posted at 2014-01-01 12:42        
     
Do you have a mod folder and a config.cpp to go along with your new texture?

Here's a useful guide.
[Tutorial]Simple Re-texturing Guide (From Start To Finish)


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#6 Posted at 2014-01-02 14:34        
     
# surpher : Do you have a mod folder and a config.cpp to go along with your new texture?

Here's a useful guide.
[Tutorial]Simple Re-texturing Guide (From Start To Finish)

Thanks a lot for this, it works to the point when I'm doing the In-game texture test. Everytime I start my editied mission, it only says "plane.paa" not found. (<--- Name of edited plane texture) and the texture is just invisible. Any clue on what could be wrong or how I fix it?

My Best Regards
Masperz


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#7 Posted at 2014-01-02 16:18        
     
Try giving the setObjectTexture command a proper file path.


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#8 Posted at 2014-01-09 20:40        
     
# surpher : Try giving the setObjectTexture command a proper file path.

Thanks Surpher, now I've got another problem.
I'm retexturing a C130 and can't get the internal to work. This is my lines in the editor:

this setObjectTexture [0,"C:\Users\user\Documents\ArmA 2 Other Profiles\The%20Democratic%20Dictator\missions\AmericanDllar.Takistan\test1.paa"];
this setObjectTexture [1,"C:\Users\user\Documents\ArmA 2 Other Profiles\The%20Democratic%20Dictator\missions\AmericanDllar.Takistan\test.paa"];
this setObjectTexture [3,"C:\Users\user\Documents\ArmA 2 Other Profiles\The%20Democratic%20Dictator\missions\AmericanDllar.Takistan\test2.paa"];

So, I'm wondering if the number 3 hightlighted is wrong or is it anything else? Can't find anything.

My Best Regards
Maspers

P.S: External works, not internal


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#9 Posted at 2014-01-09 20:53        
     
Are you sure you can retexture the inside with a hiddentextureseceltion? Mostly this is used for the oudside only.

The rule is simple: A 3D modeler can define an area that can be retexuted and this is visible in the config as:
hiddenSelections[] = {"camo1","camo2","camo3","camo4"};

you can then give them a new texture:

hiddenSelectionsTextures[] = {"\daf_c130h\c130h\klu\c130_1_CO.paa","\daf_c130h\c130h\klu\c130_2_CO.paa","\daf_c130h\c130h\klu\c130_3_CO.paa","\daf_c130h\c130h\klu\c130_4_CO.paa"};
< like surpher said, make a pbo folder with a name for your addon > (mine is called "daf_c130h" in this example)

this is the simplest config you could use:
class CfgPatches {
	class daf_f16_paint {
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"glt_f16","CAWeapons","CAAir","daf_pilot"};
	};
};
class CfgVehicles {
	class GLT_Falcon_MR;
	class daf_diana_f16: GLT_Falcon_MR {
		scope=2;
		faction = "DAF";
		vehicleClass = "DAF_Air2";
		crew = "rnlaf_fighter_pilot";
		displayName = "F16A/M 60 Years 323sqn (DirtyDiana, J-881)";
		hiddenSelections[] = {"camo1", "camo2", "tailmark"};
		hiddenSelectionsTextures[] = {"daf_f16_paint\data\skin2_co.paa", "\glt_f16\tex\wep_co.paa"};
	};
};

note that 3 things have to be changed:
name of your new vehicle: displayName = ..
name of the config of the vehicle: class your_C130_USx: org_c130_classname
the textures


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#10 Posted at 2014-01-10 07:56        
     
# -=XTRA=-Larsiano : Are you sure you can retexture the inside with a hiddentextureseceltion? Mostly this is used for the oudside only.

The rule is simple: A 3D modeler can define an area that can be retexuted and this is visible in the config as:
hiddenSelections[] = {"camo1","camo2","camo3","camo4"};

you can then give them a new texture:

hiddenSelectionsTextures[] = {"\daf_c130h\c130h\klu\c130_1_CO.paa","\daf_c130h\c130h\klu\c130_2_CO.paa","\daf_c130h\c130h\klu\c130_3_CO.paa","\daf_c130h\c130h\klu\c130_4_CO.paa"};
< like surpher said, make a pbo folder with a name for your addon > (mine is called "daf_c130h" in this example)

this is the simplest config you could use:
class CfgPatches {
	class daf_f16_paint {
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"glt_f16","CAWeapons","CAAir","daf_pilot"};
	};
};
class CfgVehicles {
	class GLT_Falcon_MR;
	class daf_diana_f16: GLT_Falcon_MR {
		scope=2;
		faction = "DAF";
		vehicleClass = "DAF_Air2";
		crew = "rnlaf_fighter_pilot";
		displayName = "F16A/M 60 Years 323sqn (DirtyDiana, J-881)";
		hiddenSelections[] = {"camo1", "camo2", "tailmark"};
		hiddenSelectionsTextures[] = {"daf_f16_paint\data\skin2_co.paa", "\glt_f16\tex\wep_co.paa"};
	};
};

note that 3 things have to be changed:
name of your new vehicle: displayName = ..
name of the config of the vehicle: class your_C130_USx: org_c130_classname
the textures


Do I have to do all this even just to retexture?

Are you sure setObjectTexture doesn't work for interior as well?
I don't need to have a PBO file right now.


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#11 Posted at 2014-01-13 12:57        
     
Bump :D


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#12 Posted at 2014-01-13 13:55        
     
It could work for interior as well. But i have never seen this done i think, usually the inside doesn’t change anyways. You can see what hiddentextures are available in the config.cpp file the addon derives from the name (like camo1,camo2 < = outside). If you would like to paint the inside you need access to a standalone model (addon) were all textures are available to your project. If you have permission from the owner this can be done with "moveobject from @devheaven" to change the hole addon name.

Is your retexture from an original model, standalone addon?

In short you put all the files in a folder:

Mas_A3_A130h (example folder)
config.cpp
\tex\retex1.paa
\tex\retex2.paa

In the config the path must be the same (don’t use C:\ drive unless you’re making a SP mission)
hiddenSelections[] = {"camo1","camo2"};
hiddenSelectionsTextures[] = {"\Mas_A3_A130h\tex\retex1.paa", "\Mas_A3_A130h\tex\retex2.paa"};

Note: Most addon makers have a separate folder for texture files (like ..\tex\) to keep things nice and neat but this is not a requirement.