Addons & Mods Depot > Arma2 - Addons & Mods Discussion
ARMA2 Texturing Tip
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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