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(setObjectTexture retexturing)
(bis_fnc_arsenal variables)
 
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If you want to retexture an asset with the [[setObjectTexture]] command it is necessary to work with the original texture. As an example we will be using the [[Arma_3:_CfgVehicles_EMPTY|Wall Sign]] ({{ic|Land_WallSign_01_F}}). Contrary to other signs, such as the advertisment signs ({{ic|SignAd_...}}), a texture with the usual dimensions (w<sup>2</sup> * h<sup>2</sup>, eg. 256x256, 512x1024, ...) will display the image wrong. This is because the texture also contains the texture for the back and sides of the board, not only the "content". With the following steps you can correctly retexture such assets.
=== Variables ===
This is a list of all the variables that are used by the Virtual Arsenal.
{| class="wikitable"
|-
! colspan=3 | [[missionNamespace]]
|-
! Variable !! Data Type !! Explanation
|-
| BIS_fnc_arsenal_data || [[Array]] of arrays of [[String|strings]] || All available items that can be accessed in the Arsenal (not the actual content!). Format:<br>


= Prerequisites =
{| class="wikitable"
For this tutorial you will need:
|-
* [[Arma 3 Tools]]
! Index !! Content
* Access to the game files. You can:
|-
** [[Arma3P|Unpack the entire game]]
| 0 || Primary Weapons
** [https://forums.bohemia.net/forums/topic/226269-tools-utilities-compilation-list-for-arma3/ Have a tool to open/unpack pbos]
|-
| 1 || Secondary Weapons
|-
| 2 || Handguns
|-
| 3 || Uniforms
|-
| 4 || Vests
|-
| 5 || Backpacks
|-
| 6 || Headgear
|-
| 7 || Goggles
|-
| 8 || NVGs
|-
| 9 || Binoculars
|-
| 10 || Maps
|-
| 11 || GPS
|-
| 12 || Radio
|-
| 13 || Compass
|-
| 14 || Watch
|-
| 15 || Face (empty)
|-
| 16 || Voice (empty)
|-
| 17 || Insignia (empty)
|-
| 18 || Optic attachments (empty)
|-
| 19 || Side attachments (empty)
|-
| 20 || Muzzle attachments (empty)
|-
| 21 || Compatible magazines (empty)
|-
| 22 || Grenades
|-
| 23 || Placeables
|-
| 24 || Miscellaneous
|-
| 25 || Bipod attachments (empty)
|-
| 26 || All magazines
|}


= Steps =
|}
== Finding the original texture ==
Your safest bet to find textures is to look in the config. If you want to use [[setObjectTexture]] there has to be an attribute called {{ic|hiddenSelectionTextures}} which contains at least one entry. In case of the wall sign it looks like this:
  hiddenselectionstextures[] = {"a3\Structures_F_Orange\Signs\Special\Data\WallSign_01_F_wood_CO.paa","a3\Structures_F_Orange\Signs\Special\Data\WallSign_01_F_wood_CO.paa"};
It is also possible to find this path using [[Eden]]. You can place down an object, open its attributes (right click >> Attributes... or double click), scroll down to "Object Specific - Object: Wall Sign" and the texture paths should be listed as Texture #0 to Texture#N.
 
If you have the game data unpacked you simply follow that path and find the paa file. If not it will be a bit more tricky. Most of the game's data is located in the Addons folder in your game directory. But with the release of [[:Category:Arma_3:_DLCs_%26_Expansions|DLCs]] the content is way more split up. In the case of our example it is part of the Laws Of War DLC but in the game files it is called "Orange". So if we go into "Arma 3\Orange\Addons" folder you can find the structures_f_orange.pbo. If we open it we can go further down into Signs\Special\Data and find WallSign_01_F_wood_CO.paa.
 
== Opening the paa ==
The paa file can be opened with the [[TexView 2]] program that is part of [[Arma 3 Tools]]. Opening the paa will show us the problem that we were facing initially. The texture handles the entire sign, including the back of it. What you have to do is to only modify the white part of the board.
 
== Editing the paa ==
You can't directly edit paa. Instead you have to [[TexView_2_Manual#Save_as...|convert paa to png using TexView 2]] first. Then you can edit the png file and convert pack to paa with TexView 2 again.
 
== Applying the texture ==
Your paa file has to be placed in the mission folder or your mod folder. To set the texture you can use [[setObjectTexture]] or its global variant [[setObjectTextureGlobal]].
 
[[Category:Arma:_Tutorials]]

Latest revision as of 02:11, 6 September 2021

Variables

This is a list of all the variables that are used by the Virtual Arsenal.

missionNamespace
Variable Data Type Explanation
BIS_fnc_arsenal_data Array of arrays of strings All available items that can be accessed in the Arsenal (not the actual content!). Format:
Index Content
0 Primary Weapons
1 Secondary Weapons
2 Handguns
3 Uniforms
4 Vests
5 Backpacks
6 Headgear
7 Goggles
8 NVGs
9 Binoculars
10 Maps
11 GPS
12 Radio
13 Compass
14 Watch
15 Face (empty)
16 Voice (empty)
17 Insignia (empty)
18 Optic attachments (empty)
19 Side attachments (empty)
20 Muzzle attachments (empty)
21 Compatible magazines (empty)
22 Grenades
23 Placeables
24 Miscellaneous
25 Bipod attachments (empty)
26 All magazines