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ARMA2 Texturing Tip

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scud:
Sounds very simular method I used for this ArmA release
http://www.armedassault.info/index.php?game=0&cat=news&id=1777
Demo mission there shows how to change camo using same as you described.
In my cfg I have
--- Quote ---hiddenSelections[]={"camo"};
--- End quote ---
Prolly simular setup to what A2 uses, obviously A2 would be more refined.
 :scratch: and to think ppl get paid for this

DeanosBeano:
 Been trying this out with vaious units and animals , saves a lot of time for retexture of unit.
 some examples of  other classes that will work with the above setobjecttexture code are

Cow
USMC_Soldier_Sniper
USMC_SoldierS_Spotter
USMC_LHD_Crew_Base
RU_Soldier_Sniper
RU_Soldier_Spotter
GUE_Worker2
GUE_Woodlander3
Ins_Worker
Ins_Woodlander1
Citizen

 there are more i will update when i go back to that part of the config.
 Basicly to change  you need to use worldeaters scrpt to out put the config, look at the part that says ( you must look for this section within the right class that you want to change of course).

hiddenSelectionsTextures[] = {
        "\ca\characters2\civil\citizen\data\Citizen_v2_co.paa"
      };
 unpbo that pbo get a copy of the texture , use T_D uncompressor , load it up in textview 2 , save as tga , modify to suit in any photo editor re save as paa in textvew 2 and then either make a small custom unit config or place the texture in a maission and use :

 this setObjectTexture [0,"TextureFileName.paa"]



 to apply the texture to the unit.  done.

  here is a basic cfg that should be ok to make the addon versiion just fix paths and inheritance names.

 
--- Code: ---#define private 0
#define protected 1
#define public 2

#define true 1
#define false 0

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

class CfgPatches {
class my_new_soldiers {
units[] = {};
weapons[] = {};
requiredVersion = 0.100000;
requiredAddons[] = {};
};
};

class CfgFactionClasses {


class my_newfaction {
displayName = "my newSoldiers";
priority = 0;
side = 1;
};
};

class CfgVehicles {

class   USMC_SoldierS_Spotter; // the base class i am inheriting from

class my_new_Soldier: USMC_SoldierS_Spotter
{
scope = 2;
accuracy = 3.9; // accuracy needed to recognize type of this target
model = "\ca\characters2\Ghillie_Overall"; // model = "model path to chosen class";
displayName = "my new soldier";
faction = my_newfaction;
hiddenSelections[] = {
        "Camo"
      };
      hiddenSelectionsTextures[] = {
        "\ca\characters2\data\ghillie_overall1_co.paa"
      }; //change this path to your new texture
   
      portrait = "\Ca\characters\data\portraits\comBarHead_common_sniper_ca";
      picture = "\Ca\characters\data\Ico\i_null_CA.paa";
      weapons[] = {
        "M16A4_acg",
        "NVGoggles",
        "Throw",
        "Put",
        "ItemMap",
        "ItemCompass",
        "ItemWatch",
        "ItemRadio",
        "Binocular"
      };

      magazines[] = {
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "HandGrenade_West",
        "HandGrenade_West",
        "smokeshell",
        "smokeshellYellow"
      };
      respawnMagazines[] = {
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "30Rnd_556x45_Stanag",
        "HandGrenade_West",
        "smokeshell",
        "smokeshellYellow"
      };
      respawnWeapons[] = {
        "M16A4_acg",
        "NVGoggles",
        "Throw",
        "Put",
        "ItemMap",
        "ItemCompass",
        "ItemWatch",
        "ItemRadio",
        "Binocular"
      };

};
};
--- End code ---


hamis:
Is there hiddenselections for markings/random numbers too?

modEmMaik:
BI models do not include markings / randomnumbers, but you may reuse the concept to apply default numbers / markings, which can be altered in a mission.sqm or script (using the setObjectTexture command) on custom models.

larsiano:
Sorry to be digging up such an old fossile but i was wondering if it ever became clear what vehicles can use this function? It would be great if you can make a Red vs. Blue Harrier mission where all the planes have a different texture. But it does not seem to work :(

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