Surpher/Sandbox – User
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* Image Editor | * Image Editor | ||
=== Where to find original textures & config files === | ==== Where to find original textures & config files ==== | ||
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\characters_f.pbo | |||
: characters_f\config.bin - Classes for uniforms, vests and headgear. | |||
: characters_f\blufor\config.bin - Classes for the blufor units. | |||
: characters_f\blufor\data - The majority of the blufor unit textures. | |||
== Unpacking | : characters_f\OPFOR\config.bin - Classes for the opfor units. | ||
: characters_f\OPFOR\data - The majority of the opfor unit textures. | |||
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\characters_f_beta.pbo | |||
: characters_f_beta\INDEP\config.bin - Classes for the independent units. | |||
: characters_f_beta\INDEP\data - The majority of the independent unit textures. | |||
== Unpacking the pbo files == | |||
==== Copying the pbo file to a safe location ==== | |||
* Start Steam and go to Library, right-click on Arma3 and select properties. | |||
* In properties click the Local File tab and then click on the Browse Local Files button and it will bring up a file dialog. | |||
* Navigate to the Addons folder and copy the characters_f.pbo file to a different folder away from the game files. | |||
==== Unpacking the pbo file and derapifying the config.bin files ready for editing ==== | |||
* Now start Eliteness and navigate to the location where you copied the characters_f.pbo file. | |||
* Double-click on the characters_f.pbo file and you will be ask if you want to extract the file, click OK. | |||
* Navigate to the newly created characters_f folder and double-click on config.bin and then go to the File menu a click Save As. | |||
* Name the file characters_f_config.cpp | |||
* Now navigate to the blufor folder and double-click on config.bin and then go to the File menu a click Save As. | |||
* Name the file blufor_config.cpp | |||
* The characters_f_config.cpp and blufor_config.cpp can now be opened in a text editor to be used as reference. | |||
==== Getting the original textures ready for editing ==== | |||
* Navigate to the data folder in the blufor folder. | |||
* Double-click on clothing1_co.paa and it should open in Texview2 if you have it installed. | |||
* Go to the file menu and click Save As and give the file name a .tga extension. | |||
* Do the same for vests_rgr_co.paa and equip1_co.paa | |||
* The newly created .tga file can now be opened in a image editor. | |||
== Texture Editing == | == Texture Editing == | ||
== Config file editing == | == Config file editing == | ||
<syntaxhighlight lang="cpp"> | |||
enum { | |||
destructengine = 2, | |||
destructdefault = 6, | |||
destructwreck = 7, | |||
destructtree = 3, | |||
destructtent = 4, | |||
stabilizedinaxisx = 1, | |||
stabilizedinaxesxyz = 4, | |||
stabilizedinaxisy = 2, | |||
stabilizedinaxesboth = 3, | |||
destructno = 0, | |||
stabilizedinaxesnone = 0, | |||
destructman = 5, | |||
destructbuilding = 1 | |||
}; | |||
class DefaultEventhandlers; | |||
class CfgPatches | |||
{ | |||
class Retextured_A3_Characters_F_BLUFOR | |||
{ | |||
units[] = {}; | |||
weapons[] = {}; | |||
requiredVersion = 0.1; | |||
requiredAddons[] = {"A3_Characters_F"}; | |||
}; | |||
}; | |||
class CfgVehicles | |||
{ | |||
class B_Soldier_base_F; | |||
class Retextured_B_Soldier_F: B_Soldier_base_F | |||
{ | |||
author = "YouName"; | |||
_generalMacro = "B_Soldier_F"; | |||
scope = 2; | |||
displayName = "Retextured Blufor Soldier"; | |||
model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; | |||
nakedUniform = "U_BasicBody"; | |||
uniformClass = "Retextured_U_B_CombatUniform"; | |||
hiddenSelections[] = {"Camo"}; | |||
hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"}; | |||
linkedItems[] = {"Retextured_V_PlateCarrier1","Retextured_H_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; | |||
respawnLinkedItems[] = {"Retextured_V_PlateCarrier1","Retextured_H_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; | |||
}; | |||
}; | |||
class cfgWeapons | |||
{ | |||
class Uniform_Base; | |||
class UniformItem; | |||
class ItemInfo; | |||
class Retextured_U_B_CombatUniform: Uniform_Base | |||
{ | |||
scope = 2; | |||
displayName = "$STR_A3_Combat_fatigues"; | |||
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; | |||
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; | |||
class ItemInfo: UniformItem | |||
{ | |||
uniformModel = "-"; | |||
uniformClass = "Retextured_B_Soldier_F"; | |||
containerClass = "Supply20"; | |||
mass = 80; | |||
}; | |||
}; | |||
class Vest_Camo_Base; | |||
class Retextured_V_PlateCarrier1: Vest_Camo_Base | |||
{ | |||
scope = 2; | |||
displayName = "$STR_A3_V_PlateCarrier1_rgr0"; | |||
picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; | |||
model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; | |||
hiddenSelections[] = {"camo"}; | |||
hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"}; | |||
class ItemInfo: ItemInfo | |||
{ | |||
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; | |||
containerClass = "Supply120"; | |||
mass = 60; | |||
armor = "5*0.5"; | |||
passThrough = 0.7; | |||
hiddenSelections[] = {"camo"}; | |||
}; | |||
}; | |||
class ItemCore; | |||
class HeadgearItem; | |||
class Retextured_H_HelmetB: ItemCore | |||
{ | |||
scope = 2; | |||
weaponPoolAvailable = 1; | |||
displayName = "$STR_A3_H_HelmetB0"; | |||
picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; | |||
model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; | |||
hiddenSelections[] = {"camo"}; | |||
hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.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"}; | |||
}; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
== Packing PBO files == | == Packing PBO files == | ||
== Getting your unit into game == | == Getting your unit into game == | ||
__NOEDITSECTION__ |
Revision as of 12:37, 27 July 2013
Intro
This is a character retexture guide for Arma 3.
Requirements
List of tools needed
- BI Tools 2.5
- Eliteness
- Text Editor
- Image Editor
Where to find original textures & config files
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\characters_f.pbo
- characters_f\config.bin - Classes for uniforms, vests and headgear.
- characters_f\blufor\config.bin - Classes for the blufor units.
- characters_f\blufor\data - The majority of the blufor unit textures.
- characters_f\OPFOR\config.bin - Classes for the opfor units.
- characters_f\OPFOR\data - The majority of the opfor unit textures.
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\characters_f_beta.pbo
- characters_f_beta\INDEP\config.bin - Classes for the independent units.
- characters_f_beta\INDEP\data - The majority of the independent unit textures.
Unpacking the pbo files
Copying the pbo file to a safe location
- Start Steam and go to Library, right-click on Arma3 and select properties.
- In properties click the Local File tab and then click on the Browse Local Files button and it will bring up a file dialog.
- Navigate to the Addons folder and copy the characters_f.pbo file to a different folder away from the game files.
Unpacking the pbo file and derapifying the config.bin files ready for editing
- Now start Eliteness and navigate to the location where you copied the characters_f.pbo file.
- Double-click on the characters_f.pbo file and you will be ask if you want to extract the file, click OK.
- Navigate to the newly created characters_f folder and double-click on config.bin and then go to the File menu a click Save As.
- Name the file characters_f_config.cpp
- Now navigate to the blufor folder and double-click on config.bin and then go to the File menu a click Save As.
- Name the file blufor_config.cpp
- The characters_f_config.cpp and blufor_config.cpp can now be opened in a text editor to be used as reference.
Getting the original textures ready for editing
- Navigate to the data folder in the blufor folder.
- Double-click on clothing1_co.paa and it should open in Texview2 if you have it installed.
- Go to the file menu and click Save As and give the file name a .tga extension.
- Do the same for vests_rgr_co.paa and equip1_co.paa
- The newly created .tga file can now be opened in a image editor.
Texture Editing
Config file editing
enum {
destructengine = 2,
destructdefault = 6,
destructwreck = 7,
destructtree = 3,
destructtent = 4,
stabilizedinaxisx = 1,
stabilizedinaxesxyz = 4,
stabilizedinaxisy = 2,
stabilizedinaxesboth = 3,
destructno = 0,
stabilizedinaxesnone = 0,
destructman = 5,
destructbuilding = 1
};
class DefaultEventhandlers;
class CfgPatches
{
class Retextured_A3_Characters_F_BLUFOR
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
class CfgVehicles
{
class B_Soldier_base_F;
class Retextured_B_Soldier_F: B_Soldier_base_F
{
author = "YouName";
_generalMacro = "B_Soldier_F";
scope = 2;
displayName = "Retextured Blufor Soldier";
model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
nakedUniform = "U_BasicBody";
uniformClass = "Retextured_U_B_CombatUniform";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"};
linkedItems[] = {"Retextured_V_PlateCarrier1","Retextured_H_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnLinkedItems[] = {"Retextured_V_PlateCarrier1","Retextured_H_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
};
class cfgWeapons
{
class Uniform_Base;
class UniformItem;
class ItemInfo;
class Retextured_U_B_CombatUniform: Uniform_Base
{
scope = 2;
displayName = "$STR_A3_Combat_fatigues";
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 = "Retextured_B_Soldier_F";
containerClass = "Supply20";
mass = 80;
};
};
class Vest_Camo_Base;
class Retextured_V_PlateCarrier1: Vest_Camo_Base
{
scope = 2;
displayName = "$STR_A3_V_PlateCarrier1_rgr0";
picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"};
class ItemInfo: ItemInfo
{
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
containerClass = "Supply120";
mass = 60;
armor = "5*0.5";
passThrough = 0.7;
hiddenSelections[] = {"camo"};
};
};
class ItemCore;
class HeadgearItem;
class Retextured_H_HelmetB: ItemCore
{
scope = 2;
weaponPoolAvailable = 1;
displayName = "$STR_A3_H_HelmetB0";
picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.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"};
};
};
};