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arma3:config:stiltman-retexturing-tutorial [2013-04-19 21:09] (current)
snakeman created stiltman-retexturing-tutorial initial page.
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 +====== ArmA 3 Character Re-Texturing Tutorial ======
  
 +**Basic Retexturing Tutorial of ArmA 3 Character** by Stiltman
 +
 +So, this will be a quick tutorial of how to get the retextures working.
 +of course this also means you have some basic knowledge of how to extract the content
 +of the arma 3 pbo files and making new pbo files and making configs with proper classnames.
 +and the structure of a proper addon
 +
 +Using [[arma2:​tools:​eliteness|Mikeros Eliteness]] would probably work best in my opinion.
 +
 +//the textures that would be used for these example items would be found in the characters_f.pbo and in the bluefor/​data folder\\
 +\\
 +Uniform = clothing1_co.paa\\
 +Vest = vests_rgr_co.paa\\
 +Helmet = equip1_co.paa//​
 +
 +the basis is to add to the main class of the thing to retexture (if not already present)
 +<code cpp>
 +hiddenSelections[] = {"​camo"​};​
 +hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +</​code>​
 +
 +and seems that you only need one of them in the class iteminfo.
 +<code cpp>
 +hiddenSelections[] = {"​camo"​};​
 +</​code>​
 +
 +
 +====== Vests ======
 +
 +so the basic vest config would be added to CfgWeapons
 +
 +<code cpp>
 +class V_PlateCarrier1_rgr : Vest_Base
 +{
 + scope = 2;
 + displayName = "​Example Platecarrier";​
 + picture = "​\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";​
 + model = "​\A3\Characters_F\BLUFOR\equip_b_vest02";​
 +
 + class ItemInfo : VestItem
 + {
 + uniformModel = "​\A3\Characters_F\BLUFOR\equip_b_vest02";​
 + containerClass = "​Supply100";​ //how much it can carry
 + mass = 50; //how much it weights
 + armor = 5*0.5;
 + passThrough = 0.7;
 + };
 +</​code>​
 +
 +and adding the hidden selections it would be
 +<code cpp>
 +class V_PlateCarrier1_rgr : Vest_Base
 +{
 + scope = 2;
 + displayName = "​Example Platecarrier";​
 + picture = "​\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";​
 + model = "​\A3\Characters_F\BLUFOR\equip_b_vest02";​
 + hiddenSelections[] = {"​camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +
 + class ItemInfo : VestItem
 + {
 + uniformModel = "​\A3\Characters_F\BLUFOR\equip_b_vest02";​
 + containerClass = "​Supply100";​
 + mass = 50;
 + armor = 5*0.5;
 + passThrough = 0.7;
 + hiddenSelections[] = {"​camo"​};​
 + };
 +</​code>​
 +
 +Example of the full config:
 +<code cpp>
 +class CfgPatches
 +{
 + class example_vest_config
 + {
 + units[] = {};
 + weapons[] = {};
 + requiredVersion = 0.1;
 + requiredAddons[] = {"​A3_Characters_F_BLUFOR"​};​
 + };
 +};
 +
 +class cfgWeapons
 +{
 + class Vest_Base;
 + class VestItem;
 +
 + class example_PlateCarrier1_rgr : Vest_Base
 + {
 + scope = 2;
 + displayName = "​Example Platecarrier";​
 + picture = "​\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";​
 + model = "​\A3\Characters_F\BLUFOR\equip_b_vest02";​
 + hiddenSelections[] = {"​camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +
 + class ItemInfo : VestItem
 + {
 + uniformModel = "​\A3\Characters_F\BLUFOR\equip_b_vest02";​
 + containerClass = "​Supply100";​
 + mass = 50;
 + armor = 5*0.5;
 + passThrough = 0.7;
 + hiddenSelections[] = {"​camo"​};​
 + };
 + };
 +};
 +</​code>​
 +
 +
 +====== Helmet (once its working) ======
 +
 +would look like this in the cfgweapons.
 +<code cpp>
 +class H_HelmetB : ItemCore
 +{
 + scope = 2;
 + weaponPoolAvailable = 1;
 + displayName = "​Example Helmet";​
 + picture = "​\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";​
 + model = "​\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";​
 + hiddenSelections[] = {"​camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +
 + class ItemInfo : HeadgearItem
 + {
 + mass = 100;
 + uniformModel = "​\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";​
 + modelSides[] = {3, 1};
 + armor = 3*0.5;
 + passThrough = 0.8;
 + hiddenSelections[] = {"​camo"​};​
 + };
 +</​code>​
 +
 +Example of full config:
 +<code cpp>
 +class CfgPatches
 +{
 + class example_helmet_config
 + {
 + units[] = {};
 + weapons[] = {};
 + requiredVersion = 0.1;
 + requiredAddons[] = {"​A3_Characters_F_BLUFOR"​};​
 + };
 +};
 +
 +class cfgWeapons
 +{
 + class ItemCore;
 + class HeadgearItem;​
 +
 + class example_HelmetB : ItemCore
 + {
 + scope = 2;
 + weaponPoolAvailable = 1;
 + displayName = "​Example Helmet";​
 + picture = "​\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";​
 + model = "​\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";​
 + hiddenSelections[] = {"​camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +
 + class ItemInfo : HeadgearItem
 + {
 + mass = 100;
 + uniformModel = "​\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";​
 + modelSides[] = {3, 1};
 + armor = 3*0.5;
 + passThrough = 0.8;
 + hiddenSelections[] = {"​camo"​};​
 + };
 + };
 +};
 +</​code>​
 +
 +
 +====== Uniforms ======
 +
 +Uniforms seem to be working a little bit diffrent from what i gather they are in fact soldiers and when switching uniform the game just switches class/model on your soldier. So one would have to make a new soldier aswell as a new item.
 +
 +This example will put your soldier under bluefor as Uniform Test Soldier
 +
 +for the soldier its in CfgVehicles.
 +<code cpp>
 +class Example_Soldier_F : B_Soldier_base_F
 +{
 + _generalMacro = "​B_Soldier_F";​ //unsure what this does
 + scope = 2;
 + displayName = "​Uniform Test Soldier";​
 + uniformAccessories[] = {};
 + nakedUniform = "​U_BasicBody";​ //class for "​naked"​ body
 + uniformClass = "​Example_CombatUniform_mcam";​ //the uniform item
 + hiddenSelections[] = {"​Camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +</​code>​
 +
 +and then the uniform item linking it to the soldier class making it an item in the gear menu without this it works as regular arma 2 and it will show no uniform in gear.
 +
 +<code cpp>
 +class Example_CombatUniform_mcam : Uniform_Base
 +{
 + scope = 2;
 + displayName = "​Example Mcam uniform";​
 + picture = "​\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";​
 + model = "​\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";​
 +
 + class ItemInfo : UniformItem
 + {
 + uniformModel = "​-";​
 + uniformClass = "​Example_Soldier_F";​ //would be same as our made soldier class
 + containerClass = "​Supply20";​ //how much it can carry
 + mass = 80; //how much it weights
 + };
 +</​code>​
 +
 +Example of full config:
 +<code cpp>
 +class CfgPatches
 +{
 + class example_uniform_config
 + {
 + units[] = {};
 + weapons[] = {};
 + requiredVersion = 0.1;
 + requiredAddons[] = {"​A3_Characters_F_BLUFOR"​};​
 + };
 +};
 +
 +class CfgVehicles
 +{
 + class B_Soldier_base_F;​
 + class Example_Soldier_F : B_Soldier_base_F
 + {
 + _generalMacro = "​B_Soldier_F";​ //unsure what this does
 + scope = 2;
 + displayName = "​Uniform Test Soldier";​
 + nakedUniform = "​U_BasicBody";​ //class for "​naked"​ body
 + uniformClass = "​Example_CombatUniform_mcam";​ //the uniform item
 + hiddenSelections[] = {"​Camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 + };
 +};
 +
 +class cfgWeapons
 +{
 + class Uniform_Base;​
 + class UniformItem;​
 +
 + class Example_CombatUniform_mcam : Uniform_Base
 + {
 + scope = 2;
 + displayName = "​Example Mcam uniform";​
 + picture = "​\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";​
 + model = "​\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";​
 +
 + class ItemInfo : UniformItem
 + {
 + uniformModel = "​-";​
 + uniformClass = "​Example_Soldier_F";​ //would be same as our made soldier class
 + containerClass = "​Supply20";​ //how much it can carry
 + mass = 80; //how much it weights
 + };
 + };
 +};
 +</​code>​
 +
 +And a full config with everything in it and all gear on the soldier. Testing this ingame though without texture will make all parts invicible :)
 +
 +Full config:
 +<code cpp>
 +class CfgPatches
 +{
 + class example_retexture_config
 + {
 + units[] = {};
 + weapons[] = {};
 + requiredVersion = 0.1;
 + requiredAddons[] = {"​A3_Characters_F_BLUFOR"​};​
 + };
 +};
 +
 +class CfgVehicles
 +{
 + class B_Soldier_base_F;​
 + class Example_Soldier_F : B_Soldier_base_F
 + {
 + _generalMacro = "​B_Soldier_F";​ //unsure what this does
 + scope = 2;
 + displayName = "​Uniform Test Soldier";​
 + nakedUniform = "​U_BasicBody";​ //class for "​naked"​ body
 + uniformClass = "​Example_CombatUniform_mcam";​ //the uniform item
 + hiddenSelections[] = {"​Camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +
 + linkedItems[] = {"​example_PlateCarrier1_rgr",​ "​example_HelmetB",​ "​NVGoggles",​ "​ItemMap",​ "​ItemCompass",​ "​ItemWatch",​ "​ItemRadio"​};​
 + respawnLinkedItems[] = {"​example_PlateCarrier1_rgr",​ "​example_HelmetB",​ "​NVGoggles",​ "​ItemMap",​ "​ItemCompass",​ "​ItemWatch",​ "​ItemRadio"​};​
 + };
 +};
 +
 +class cfgWeapons
 +{
 + class Uniform_Base;​
 + class UniformItem;​
 +
 + class Example_CombatUniform_mcam : Uniform_Base
 + {
 + scope = 2;
 + displayName = "​Example Mcam uniform";​
 + picture = "​\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";​
 + model = "​\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";​
 +
 + class ItemInfo : UniformItem
 + {
 + uniformModel = "​-";​
 + uniformClass = "​Example_Soldier_F";​ //would be same as our made soldier class
 + containerClass = "​Supply20";​ //how much it can carry
 + mass = 80; //how much it weights
 + };
 + };
 +
 + class ItemCore;
 + class HeadgearItem;​
 +
 + class example_HelmetB : ItemCore
 + {
 + scope = 2;
 + weaponPoolAvailable = 1;
 + displayName = "​Example helmet";​
 + picture = "​\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";​
 + model = "​\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";​
 + hiddenSelections[] = {"​camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +
 + class ItemInfo : HeadgearItem
 + {
 + mass = 100;
 + uniformModel = "​\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";​
 + modelSides[] = {3, 1};
 + armor = 3*0.5;
 + passThrough = 0.8;
 + hiddenSelections[] = {"​camo"​};​
 + };
 + };
 +
 + class Vest_Base;
 + class VestItem;
 +
 + class example_PlateCarrier1_rgr : Vest_Base
 + {
 + scope = 2;
 + displayName = "​Example Platecarrier";​
 + picture = "​\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";​
 + model = "​\A3\Characters_F\BLUFOR\equip_b_vest02";​
 + hiddenSelections[] = {"​camo"​};​
 + hiddenSelectionsTextures[] = {"​pathtoyouraddonretexturefile.paa"​};​
 +
 + class ItemInfo : VestItem
 + {
 + uniformModel = "​\A3\Characters_F\BLUFOR\equip_b_vest02";​
 + containerClass = "​Supply100";​
 + mass = 50;
 + armor = 5*0.5;
 + passThrough = 0.7;
 + hiddenSelections[] = {"​camo"​};​
 + };
 + };
 +};
 +</​code>​
arma3/config/stiltman-retexturing-tutorial.txt ยท Last modified: 2013-04-19 21:09 by snakeman