arma3:texturing:scarecrow398-retexturing-tools-basics-tutorial
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arma3:texturing:scarecrow398-retexturing-tools-basics-tutorial [2013/04/20 12:41] – created scarecrow398-retexturing-tools-basics-tutorial initial page. snakeman | arma3:texturing:scarecrow398-retexturing-tools-basics-tutorial [2024/08/03 11:03] (current) – links added. snakeman | ||
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====== ArmA 3 ReTexturing Tools Basics Tutorial ====== | ====== ArmA 3 ReTexturing Tools Basics Tutorial ====== | ||
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**ArmA 3 ReTexturing Tools Basics Tutorial** by Scarecrow398 | **ArmA 3 ReTexturing Tools Basics Tutorial** by Scarecrow398 | ||
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So, first off is to extract the PBO of choice, in the case of characters (referred to as units) we want the Characters_F.pbo, | So, first off is to extract the PBO of choice, in the case of characters (referred to as units) we want the Characters_F.pbo, | ||
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Then you need to extract said PBO by right clicking or double clicking the PBO: | Then you need to extract said PBO by right clicking or double clicking the PBO: | ||
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Navigation: | Navigation: | ||
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So, Now that it’s extracted we need to navigate to the location of the extracted PBO, by default eliteness extracts it to the same location of the PBO: | So, Now that it’s extracted we need to navigate to the location of the extracted PBO, by default eliteness extracts it to the same location of the PBO: | ||
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Now dig through those folders until you end up here: | Now dig through those folders until you end up here: | ||
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Now from here you can take 3 main paths (I assume this will probably become 4 in the future with independent), | Now from here you can take 3 main paths (I assume this will probably become 4 in the future with independent), | ||
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So lets go with BluFor, the first thing you will see is a list of Models (.P3D’s) and a Data Folder, the default Layout is for the textures to be in this Data folder: | So lets go with BluFor, the first thing you will see is a list of Models (.P3D’s) and a Data Folder, the default Layout is for the textures to be in this Data folder: | ||
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As you can see i’ve focused on 3 key files but a basic look at the others is that there’s a .RVMAT which does a few things, primarily lighting based stuff which you shouldn’t need to worry about yet and a couple of .PAA’s all suffixed differently, | As you can see i’ve focused on 3 key files but a basic look at the others is that there’s a .RVMAT which does a few things, primarily lighting based stuff which you shouldn’t need to worry about yet and a couple of .PAA’s all suffixed differently, | ||
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Although any format can be used it’s best to use one that supports transparency and a wide range of colours, my preferred being .PNG, so lets open these files in something that can read it, TextView2, a program created by BI Studios, which should be the default program: | Although any format can be used it’s best to use one that supports transparency and a wide range of colours, my preferred being .PNG, so lets open these files in something that can read it, TextView2, a program created by BI Studios, which should be the default program: | ||
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Now what you’re looking at is all the colour textures of the unit’s clothing on a flat surface, now we have to convert these to a readable format, the easiest way being to hit Save As... under file and change the extension, save type and save location, here’s what i use: | Now what you’re looking at is all the colour textures of the unit’s clothing on a flat surface, now we have to convert these to a readable format, the easiest way being to hit Save As... under file and change the extension, save type and save location, here’s what i use: | ||
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Now once this is saved you should be able to find the file in the location you saved it, in my case the desktop, now we need to open this in photoshop to get some real work going: | Now once this is saved you should be able to find the file in the location you saved it, in my case the desktop, now we need to open this in photoshop to get some real work going: | ||
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And this is where i finish, now its upto you to find your own techniques, just remember you can’t delete sections of a model or change the bump map easily so you can’t remove a pocket or knee pad by painting over it, if you paint over the knee pad then you’re only going to get a camouflaged kneepad, likewise if you paint over the gloves at the bottom the gloves will change colour, so you have to work with the model, at this stage i recommend you select major areas like the undershirt, boots, gloves, knee/elbow pads, etc and make it inverted so you don’t paint over them and just leave them as the default texture. | And this is where i finish, now its upto you to find your own techniques, just remember you can’t delete sections of a model or change the bump map easily so you can’t remove a pocket or knee pad by painting over it, if you paint over the knee pad then you’re only going to get a camouflaged kneepad, likewise if you paint over the gloves at the bottom the gloves will change colour, so you have to work with the model, at this stage i recommend you select major areas like the undershirt, boots, gloves, knee/elbow pads, etc and make it inverted so you don’t paint over them and just leave them as the default texture. | ||
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I hope the above was helpful to those trying to get their head around the initial steps | I hope the above was helpful to those trying to get their head around the initial steps | ||
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arma3/texturing/scarecrow398-retexturing-tools-basics-tutorial.1366461712.txt.gz · Last modified: 2013/04/20 12:41 by snakeman