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	<id>https://community.bistudio.com/wiki?action=history&amp;feed=atom&amp;title=User%3ASurpher%2FArma_3_Simple_Re-texturing_Guide</id>
	<title>User:Surpher/Arma 3 Simple Re-texturing Guide - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://community.bistudio.com/wiki?action=history&amp;feed=atom&amp;title=User%3ASurpher%2FArma_3_Simple_Re-texturing_Guide"/>
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	<updated>2026-04-19T02:22:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=340006&amp;oldid=prev</id>
		<title>Lou Montana: Text replacement - &quot;\[ *((ftp|http)s?:\/\/[^ 
]+)([^{])=([^}])([^ 
]+)&quot; to &quot;[$1$3{{=}}$4$5&quot;</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=340006&amp;oldid=prev"/>
		<updated>2023-04-28T16:27:16Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;\[ *((ftp|http)s?:\/\/[^  ]+)([^{])=([^}])([^  ]+)&amp;quot; to &amp;quot;[$1$3{{=}}$4$5&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:27, 28 April 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Bohemia Interactive for providing their proprietary tools to assist us.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Bohemia Interactive for providing their proprietary tools to assist us.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Stiltman for his [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&amp;amp;p=2324469&amp;amp;viewfull=1#post2324469 texture configuration guide]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Stiltman for his [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&amp;amp;p&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;2324469&amp;amp;viewfull=1#post2324469 texture configuration guide]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Surpher for his [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p=2462557&amp;amp;viewfull=1#post2462557 automated Photoshop script] for converting normal maps to height and occlusion maps&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Surpher for his [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;2462557&amp;amp;viewfull=1#post2462557 automated Photoshop script] for converting normal maps to height and occlusion maps&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Topas for his {{Link|link= http://www.armaholic.com/page.php?id=19167|text= BLUFOR Infantry template}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Topas for his {{Link|link= http://www.armaholic.com/page.php?id=19167|text= BLUFOR Infantry template}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Saul for his {{Link|link= http://www.armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} infantry height, cavity, and occlusion map templates&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Saul for his {{Link|link= http://www.armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} infantry height, cavity, and occlusion map templates&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l37&quot;&gt;Line 37:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 37:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Run Arma 3’s editor and create a new blank mission. Call it whatever you want and then exit the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Run Arma 3’s editor and create a new blank mission. Call it whatever you want and then exit the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Currently the way I extract the textures (well, all the files including the models) is by using a program called [http://dev.withsix.com/projects/mikero-pbodll/files?sort=filename%2Ccreated_on%3Adesc Eliteness] (75kB) to extract the files from the PBO file using Mikeo's [http://dev.withsix.com/projects/mikero-pbodll/files?sort=filename%2Ccreated_on%3Adesc DePBO.dll] (171kB) file. After downloading both of those, use WinRar or 7zip to extract the files in the Eliteness download to a folder anywhere on your computer. Extract only the DePbo.dll file from the 2nd download into the folder where the Eliteness files are. If you don't do this, then the program won't be able to extract files from the PBOs. You'll also need an image editor that supports opening PAA files. I personally use Photoshop CS5 along with this PAA plugin (160kB). It works with both Photoshop and The GIMP. If you do not own either of those, you'll need to convert the PAA file to a TGA using TexView 2. Instructions to do this are in the Texture Editing section.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Currently the way I extract the textures (well, all the files including the models) is by using a program called [http://dev.withsix.com/projects/mikero-pbodll/files?sort&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;filename%2Ccreated_on%3Adesc Eliteness] (75kB) to extract the files from the PBO file using Mikeo's [http://dev.withsix.com/projects/mikero-pbodll/files?sort&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;filename%2Ccreated_on%3Adesc DePBO.dll] (171kB) file. After downloading both of those, use WinRar or 7zip to extract the files in the Eliteness download to a folder anywhere on your computer. Extract only the DePbo.dll file from the 2nd download into the folder where the Eliteness files are. If you don't do this, then the program won't be able to extract files from the PBOs. You'll also need an image editor that supports opening PAA files. I personally use Photoshop CS5 along with this PAA plugin (160kB). It works with both Photoshop and The GIMP. If you do not own either of those, you'll need to convert the PAA file to a TGA using TexView 2. Instructions to do this are in the Texture Editing section.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you’re using photoshop, place it in: C:\Program Files\Adobe\Adobe Photoshop CS5\Plug-ins\File Formats\&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you’re using photoshop, place it in: C:\Program Files\Adobe\Adobe Photoshop CS5\Plug-ins\File Formats\&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l76&quot;&gt;Line 76:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 76:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Just Right&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Just Right&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you have your texture looking the way you want it, you now need to put something called an ambient occlusion map over your texture. This allows you to retain the sharp detail of whatever you are texturing over. This becomes especially important if you plan to completely replace the original texture and to not use overlaying techniques. If you used Topas' template earlier for your infantry texture, don't worry about this part. If you used Saul's template then you already have the ambient occlusion map in the PSD file. If you were not using either of those, then you will need to generate the occlusion map yourself. Surpher has kindly uploaded an automated script for using the normal map of the model to generate the height and occlusion maps. You may obtain the script from [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p=2462557&amp;amp;viewfull=1#post2462557 his reply to this thread]. You will need the program [http://www.xnormal.net/1.aspx xNormal] (156mB) in order for the script to run properly.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you have your texture looking the way you want it, you now need to put something called an ambient occlusion map over your texture. This allows you to retain the sharp detail of whatever you are texturing over. This becomes especially important if you plan to completely replace the original texture and to not use overlaying techniques. If you used Topas' template earlier for your infantry texture, don't worry about this part. If you used Saul's template then you already have the ambient occlusion map in the PSD file. If you were not using either of those, then you will need to generate the occlusion map yourself. Surpher has kindly uploaded an automated script for using the normal map of the model to generate the height and occlusion maps. You may obtain the script from [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{&lt;/ins&gt;=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;2462557&amp;amp;viewfull=1#post2462557 his reply to this thread]. You will need the program [http://www.xnormal.net/1.aspx xNormal] (156mB) in order for the script to run properly.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Download the action file and place it in Adobe Photoshop CSx\Presets\Actions folder, where &amp;quot;CSx&amp;quot; is whatever version of Photoshop you have. Examples: CS, CS5, CS5.1&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Download the action file and place it in Adobe Photoshop CSx\Presets\Actions folder, where &amp;quot;CSx&amp;quot; is whatever version of Photoshop you have. Examples: CS, CS5, CS5.1&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lou Montana</name></author>
	</entry>
	<entry>
		<id>https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=337719&amp;oldid=prev</id>
		<title>Lou Montana: Text replacement - &quot;\[https\:\/\/community\.bistudio\.com\/wiki\/(.*) (.*)\]&quot; to &quot;$2&quot;</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=337719&amp;oldid=prev"/>
		<updated>2023-02-21T14:15:26Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;\[https\:\/\/community\.bistudio\.com\/wiki\/(.*) (.*)\]&amp;quot; to &amp;quot;&lt;a href=&quot;/wiki?title=$1&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;$1 (page does not exist)&quot;&gt;$2&lt;/a&gt;&amp;quot;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:15, 21 February 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot;&gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Right from the start you'll need [&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;https://community.bistudio.com/wiki/&lt;/del&gt;BI_Tools_2.5 Bohemia Interactive's official mod tools] (40mB). Install everything included there even if you don't think you'll be using certain tools. Texturing is often the gateway to more advanced mod creation and while you may not think you'll get into that now, something might change your mind later and you'll be glad to already have the tools installed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Right from the start you'll need [&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/ins&gt;BI_Tools_2.5&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|&lt;/ins&gt;Bohemia Interactive's official mod tools&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/ins&gt;] (40mB). Install everything included there even if you don't think you'll be using certain tools. Texturing is often the gateway to more advanced mod creation and while you may not think you'll get into that now, something might change your mind later and you'll be glad to already have the tools installed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Note: The Arma2Work folder will be put in a virtual hard drive called P:\ in My Computer. It is essential to almost all modding that you have this available.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Note: The Arma2Work folder will be put in a virtual hard drive called P:\ in My Computer. It is essential to almost all modding that you have this available.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lou Montana</name></author>
	</entry>
	<entry>
		<id>https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=336807&amp;oldid=prev</id>
		<title>Lou Montana: Text replacement - &quot;ExternalLink&quot; to &quot;Link&quot;</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=336807&amp;oldid=prev"/>
		<updated>2023-01-04T15:30:31Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;ExternalLink&amp;quot; to &amp;quot;Link&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:30, 4 January 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l12&quot;&gt;Line 12:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Stiltman for his [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&amp;amp;p=2324469&amp;amp;viewfull=1#post2324469 texture configuration guide]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Stiltman for his [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&amp;amp;p=2324469&amp;amp;viewfull=1#post2324469 texture configuration guide]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Surpher for his [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p=2462557&amp;amp;viewfull=1#post2462557 automated Photoshop script] for converting normal maps to height and occlusion maps&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Surpher for his [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p=2462557&amp;amp;viewfull=1#post2462557 automated Photoshop script] for converting normal maps to height and occlusion maps&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Topas for his {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ExternalLink&lt;/del&gt;|link= http://www.armaholic.com/page.php?id=19167|text= BLUFOR Infantry template}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Topas for his {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link&lt;/ins&gt;|link= http://www.armaholic.com/page.php?id=19167|text= BLUFOR Infantry template}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Saul for his {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ExternalLink&lt;/del&gt;|link= http://www.armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} infantry height, cavity, and occlusion map templates&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Saul for his {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link&lt;/ins&gt;|link= http://www.armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} infantry height, cavity, and occlusion map templates&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l60&quot;&gt;Line 60:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 60:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The best looking retextures are probably produced using the pen tool, but that’s a bit too advanced for beginners. A great alternative for quick edits is the Polygonal Lasso Tool. Personally, that’s what I use since you can be somewhat rough with it and your skins will still show up fine in-game. At least, that is my experience and you can confirm it by checking them out using the link to my WIP thread above.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The best looking retextures are probably produced using the pen tool, but that’s a bit too advanced for beginners. A great alternative for quick edits is the Polygonal Lasso Tool. Personally, that’s what I use since you can be somewhat rough with it and your skins will still show up fine in-game. At least, that is my experience and you can confirm it by checking them out using the link to my WIP thread above.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you are doing work on editing infantry, there is a set of handy {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ExternalLink&lt;/del&gt;|link= http://www.armaholic.com/page.php?id=19167|text= BLUFOR infantry PSD templates}} (205mB) made by Topas to make the entire process much easier. The set includes 4 templates: Uniform, Vest, Helmet &amp;amp; Misc. Equipment, and Armour. It is very easy to use those templates. Just open the PSD of the section you want to edit, disable all the layers except for &amp;quot;Layer 1&amp;quot;, import your texture in and match it up to cover the same area as &amp;quot;Layer 1&amp;quot;. Then, re-enable the layers that you disabled earlier and that should be ready for exporting. There are also some templates created by Saul to help with making cleaner looking retextures, but you'll need to actually do some work to shape your textures properly using these templates. Saul's {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ExternalLink&lt;/del&gt;|link= http://www.armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} (248mB) templates each include cavity, height, and ambient occlusion maps. Usually, the only one that you will require is the ambient occlusion map to be placed over top your retexture (diffuse map). This will be explained in a bit more detail a nearing the end of this section.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you are doing work on editing infantry, there is a set of handy {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link&lt;/ins&gt;|link= http://www.armaholic.com/page.php?id=19167|text= BLUFOR infantry PSD templates}} (205mB) made by Topas to make the entire process much easier. The set includes 4 templates: Uniform, Vest, Helmet &amp;amp; Misc. Equipment, and Armour. It is very easy to use those templates. Just open the PSD of the section you want to edit, disable all the layers except for &amp;quot;Layer 1&amp;quot;, import your texture in and match it up to cover the same area as &amp;quot;Layer 1&amp;quot;. Then, re-enable the layers that you disabled earlier and that should be ready for exporting. There are also some templates created by Saul to help with making cleaner looking retextures, but you'll need to actually do some work to shape your textures properly using these templates. Saul's {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link&lt;/ins&gt;|link= http://www.armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} (248mB) templates each include cavity, height, and ambient occlusion maps. Usually, the only one that you will require is the ambient occlusion map to be placed over top your retexture (diffuse map). This will be explained in a bit more detail a nearing the end of this section.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, we don't have templates for everything other than the BLUFOR infantry. So for anything else, select the Polygonal Lasso tool in Photoshop or its equivalent in the GIMP. In Photoshop you may have to right-click the Lasso Tool icon and select “Polygonal Lasso tool” in order to access it. Click on the outside edge of the section you want to edit and continue clicking along the edge of it until you end up back at the start. The final click will need to be on the first point you click to close the selection. If you mess up one of the points, hit Delete to remove it and try again. If there are windows or other shapes inside the select that you do not want to be textured over, then look in the top left section of the mainbar. You’ll see four icons with squares. You want to click on the one 3rd from the left (one solid square, one dim square). What this allows you to do is use the lasso tool to select the sections you DON’T want to end up in the final selection. When you’re done, you’ll want to duplicate that selection into a new layer to preserve the outline for later when you add your custom texture. To do this, hit Ctrl+J on the keyboard. I’m not sure what the hotkey is for the GIMP. You’ll see a new layer called “Layer 1” in the layers pane above the “Background” layer. You can click the little eye icon for Layer 1 since we won’t need to look at it anymore.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, we don't have templates for everything other than the BLUFOR infantry. So for anything else, select the Polygonal Lasso tool in Photoshop or its equivalent in the GIMP. In Photoshop you may have to right-click the Lasso Tool icon and select “Polygonal Lasso tool” in order to access it. Click on the outside edge of the section you want to edit and continue clicking along the edge of it until you end up back at the start. The final click will need to be on the first point you click to close the selection. If you mess up one of the points, hit Delete to remove it and try again. If there are windows or other shapes inside the select that you do not want to be textured over, then look in the top left section of the mainbar. You’ll see four icons with squares. You want to click on the one 3rd from the left (one solid square, one dim square). What this allows you to do is use the lasso tool to select the sections you DON’T want to end up in the final selection. When you’re done, you’ll want to duplicate that selection into a new layer to preserve the outline for later when you add your custom texture. To do this, hit Ctrl+J on the keyboard. I’m not sure what the hotkey is for the GIMP. You’ll see a new layer called “Layer 1” in the layers pane above the “Background” layer. You can click the little eye icon for Layer 1 since we won’t need to look at it anymore.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l406&quot;&gt;Line 406:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 406:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now you can either open up your Arma 3 properties and add the mod to the command line or you can use a mod manager.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now you can either open up your Arma 3 properties and add the mod to the command line or you can use a mod manager.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The easiest way to manage your mods is to use a mod manger. I recommend using {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ExternalLink&lt;/del&gt;|link= http://www.armaholic.com/page.php?id=19582|text= Arma 3 Launcher by Head}}. It automatically detects your arma install folders (includes A2/OA) and you can save multiple profiles for Addons. This is particularly useful for switching quickly between test Addons, Zoombies DayZ, Co-op/MP friendly, or simply because one mod is conflicting with another.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The easiest way to manage your mods is to use a mod manger. I recommend using {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link&lt;/ins&gt;|link= http://www.armaholic.com/page.php?id=19582|text= Arma 3 Launcher by Head}}. It automatically detects your arma install folders (includes A2/OA) and you can save multiple profiles for Addons. This is particularly useful for switching quickly between test Addons, Zoombies DayZ, Co-op/MP friendly, or simply because one mod is conflicting with another.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The more tedious way to add mods to the game to read is by opening the game’s properties in your Steam library. Click “Set Launch Options” and add “-mod=@{mod_name}” to the line and then hit enter. If you have more than one mod to run with the game, write it like this: “-mod=@{mod1};@{mod2};@{mod3}” and so on.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The more tedious way to add mods to the game to read is by opening the game’s properties in your Steam library. Click “Set Launch Options” and add “-mod=@{mod_name}” to the line and then hit enter. If you have more than one mod to run with the game, write it like this: “-mod=@{mod1};@{mod2};@{mod3}” and so on.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lou Montana</name></author>
	</entry>
	<entry>
		<id>https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=258771&amp;oldid=prev</id>
		<title>Lou Montana: Text replacement - &quot;://armaholic&quot; to &quot;://www.armaholic&quot;</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=258771&amp;oldid=prev"/>
		<updated>2021-05-30T15:33:47Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;://armaholic&amp;quot; to &amp;quot;://www.armaholic&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:33, 30 May 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l12&quot;&gt;Line 12:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Stiltman for his [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&amp;amp;p=2324469&amp;amp;viewfull=1#post2324469 texture configuration guide]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Stiltman for his [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&amp;amp;p=2324469&amp;amp;viewfull=1#post2324469 texture configuration guide]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Surpher for his [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p=2462557&amp;amp;viewfull=1#post2462557 automated Photoshop script] for converting normal maps to height and occlusion maps&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Surpher for his [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p=2462557&amp;amp;viewfull=1#post2462557 automated Photoshop script] for converting normal maps to height and occlusion maps&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Topas for his {{ExternalLink|link= http://armaholic.com/page.php?id=19167|text= BLUFOR Infantry template}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Topas for his {{ExternalLink|link= http://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/ins&gt;armaholic.com/page.php?id=19167|text= BLUFOR Infantry template}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Saul for his {{ExternalLink|link= http://armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} infantry height, cavity, and occlusion map templates&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Saul for his {{ExternalLink|link= http://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/ins&gt;armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} infantry height, cavity, and occlusion map templates&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l60&quot;&gt;Line 60:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 60:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The best looking retextures are probably produced using the pen tool, but that’s a bit too advanced for beginners. A great alternative for quick edits is the Polygonal Lasso Tool. Personally, that’s what I use since you can be somewhat rough with it and your skins will still show up fine in-game. At least, that is my experience and you can confirm it by checking them out using the link to my WIP thread above.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The best looking retextures are probably produced using the pen tool, but that’s a bit too advanced for beginners. A great alternative for quick edits is the Polygonal Lasso Tool. Personally, that’s what I use since you can be somewhat rough with it and your skins will still show up fine in-game. At least, that is my experience and you can confirm it by checking them out using the link to my WIP thread above.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you are doing work on editing infantry, there is a set of handy {{ExternalLink|link= http://armaholic.com/page.php?id=19167|text= BLUFOR infantry PSD templates}} (205mB) made by Topas to make the entire process much easier. The set includes 4 templates: Uniform, Vest, Helmet &amp;amp; Misc. Equipment, and Armour. It is very easy to use those templates. Just open the PSD of the section you want to edit, disable all the layers except for &amp;quot;Layer 1&amp;quot;, import your texture in and match it up to cover the same area as &amp;quot;Layer 1&amp;quot;. Then, re-enable the layers that you disabled earlier and that should be ready for exporting. There are also some templates created by Saul to help with making cleaner looking retextures, but you'll need to actually do some work to shape your textures properly using these templates. Saul's {{ExternalLink|link= http://armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} (248mB) templates each include cavity, height, and ambient occlusion maps. Usually, the only one that you will require is the ambient occlusion map to be placed over top your retexture (diffuse map). This will be explained in a bit more detail a nearing the end of this section.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you are doing work on editing infantry, there is a set of handy {{ExternalLink|link= http://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/ins&gt;armaholic.com/page.php?id=19167|text= BLUFOR infantry PSD templates}} (205mB) made by Topas to make the entire process much easier. The set includes 4 templates: Uniform, Vest, Helmet &amp;amp; Misc. Equipment, and Armour. It is very easy to use those templates. Just open the PSD of the section you want to edit, disable all the layers except for &amp;quot;Layer 1&amp;quot;, import your texture in and match it up to cover the same area as &amp;quot;Layer 1&amp;quot;. Then, re-enable the layers that you disabled earlier and that should be ready for exporting. There are also some templates created by Saul to help with making cleaner looking retextures, but you'll need to actually do some work to shape your textures properly using these templates. Saul's {{ExternalLink|link= http://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/ins&gt;armaholic.com/page.php?id=19280|text= BLUFOR, OPFOR, and INDEP}} (248mB) templates each include cavity, height, and ambient occlusion maps. Usually, the only one that you will require is the ambient occlusion map to be placed over top your retexture (diffuse map). This will be explained in a bit more detail a nearing the end of this section.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, we don't have templates for everything other than the BLUFOR infantry. So for anything else, select the Polygonal Lasso tool in Photoshop or its equivalent in the GIMP. In Photoshop you may have to right-click the Lasso Tool icon and select “Polygonal Lasso tool” in order to access it. Click on the outside edge of the section you want to edit and continue clicking along the edge of it until you end up back at the start. The final click will need to be on the first point you click to close the selection. If you mess up one of the points, hit Delete to remove it and try again. If there are windows or other shapes inside the select that you do not want to be textured over, then look in the top left section of the mainbar. You’ll see four icons with squares. You want to click on the one 3rd from the left (one solid square, one dim square). What this allows you to do is use the lasso tool to select the sections you DON’T want to end up in the final selection. When you’re done, you’ll want to duplicate that selection into a new layer to preserve the outline for later when you add your custom texture. To do this, hit Ctrl+J on the keyboard. I’m not sure what the hotkey is for the GIMP. You’ll see a new layer called “Layer 1” in the layers pane above the “Background” layer. You can click the little eye icon for Layer 1 since we won’t need to look at it anymore.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, we don't have templates for everything other than the BLUFOR infantry. So for anything else, select the Polygonal Lasso tool in Photoshop or its equivalent in the GIMP. In Photoshop you may have to right-click the Lasso Tool icon and select “Polygonal Lasso tool” in order to access it. Click on the outside edge of the section you want to edit and continue clicking along the edge of it until you end up back at the start. The final click will need to be on the first point you click to close the selection. If you mess up one of the points, hit Delete to remove it and try again. If there are windows or other shapes inside the select that you do not want to be textured over, then look in the top left section of the mainbar. You’ll see four icons with squares. You want to click on the one 3rd from the left (one solid square, one dim square). What this allows you to do is use the lasso tool to select the sections you DON’T want to end up in the final selection. When you’re done, you’ll want to duplicate that selection into a new layer to preserve the outline for later when you add your custom texture. To do this, hit Ctrl+J on the keyboard. I’m not sure what the hotkey is for the GIMP. You’ll see a new layer called “Layer 1” in the layers pane above the “Background” layer. You can click the little eye icon for Layer 1 since we won’t need to look at it anymore.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l406&quot;&gt;Line 406:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 406:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now you can either open up your Arma 3 properties and add the mod to the command line or you can use a mod manager.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now you can either open up your Arma 3 properties and add the mod to the command line or you can use a mod manager.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The easiest way to manage your mods is to use a mod manger. I recommend using {{ExternalLink|link= http://armaholic.com/page.php?id=19582|text= Arma 3 Launcher by Head}}. It automatically detects your arma install folders (includes A2/OA) and you can save multiple profiles for Addons. This is particularly useful for switching quickly between test Addons, Zoombies DayZ, Co-op/MP friendly, or simply because one mod is conflicting with another.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The easiest way to manage your mods is to use a mod manger. I recommend using {{ExternalLink|link= http://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/ins&gt;armaholic.com/page.php?id=19582|text= Arma 3 Launcher by Head}}. It automatically detects your arma install folders (includes A2/OA) and you can save multiple profiles for Addons. This is particularly useful for switching quickly between test Addons, Zoombies DayZ, Co-op/MP friendly, or simply because one mod is conflicting with another.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The more tedious way to add mods to the game to read is by opening the game’s properties in your Steam library. Click “Set Launch Options” and add “-mod=@{mod_name}” to the line and then hit enter. If you have more than one mod to run with the game, write it like this: “-mod=@{mod1};@{mod2};@{mod3}” and so on.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The more tedious way to add mods to the game to read is by opening the game’s properties in your Steam library. Click “Set Launch Options” and add “-mod=@{mod_name}” to the line and then hit enter. If you have more than one mod to run with the game, write it like this: “-mod=@{mod1};@{mod2};@{mod3}” and so on.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lou Montana</name></author>
	</entry>
	<entry>
		<id>https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=258649&amp;oldid=prev</id>
		<title>Lou Montana: Text replacement - &quot;\[(ftp|https?)\:\/\/www.armaholic\.com([^ ]+) (.+)\]&quot; to &quot;{{ExternalLink|link= $1://armaholic.com$2|text= $3}}&quot;</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=258649&amp;oldid=prev"/>
		<updated>2021-05-30T15:18:51Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;\[(ftp|https?)\:\/\/www.armaholic\.com([^ ]+) (.+)\]&amp;quot; to &amp;quot;{{ExternalLink|link= $1://armaholic.com$2|text= $3}}&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:18, 30 May 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l12&quot;&gt;Line 12:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Stiltman for his [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&amp;amp;p=2324469&amp;amp;viewfull=1#post2324469 texture configuration guide]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Stiltman for his [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&amp;amp;p=2324469&amp;amp;viewfull=1#post2324469 texture configuration guide]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Surpher for his [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p=2462557&amp;amp;viewfull=1#post2462557 automated Photoshop script] for converting normal maps to height and occlusion maps&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Surpher for his [http://forums.bistudio.com/showthread.php?161027-Tutorial-Simple-Re-texturing-Guide-%28From-Start-To-Finish%29&amp;amp;p=2462557&amp;amp;viewfull=1#post2462557 automated Photoshop script] for converting normal maps to height and occlusion maps&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Topas for his &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/del&gt;http://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/del&gt;armaholic.com/page.php?id=19167 BLUFOR Infantry template&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Topas for his &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{ExternalLink|link= &lt;/ins&gt;http://armaholic.com/page.php?id=19167&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|text= &lt;/ins&gt;BLUFOR Infantry template&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Saul for his &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/del&gt;http://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/del&gt;armaholic.com/page.php?id=19280 BLUFOR, OPFOR, and INDEP&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;] &lt;/del&gt;infantry height, cavity, and occlusion map templates&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     Saul for his &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{ExternalLink|link= &lt;/ins&gt;http://armaholic.com/page.php?id=19280&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|text= &lt;/ins&gt;BLUFOR, OPFOR, and INDEP&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}} &lt;/ins&gt;infantry height, cavity, and occlusion map templates&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l60&quot;&gt;Line 60:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 60:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The best looking retextures are probably produced using the pen tool, but that’s a bit too advanced for beginners. A great alternative for quick edits is the Polygonal Lasso Tool. Personally, that’s what I use since you can be somewhat rough with it and your skins will still show up fine in-game. At least, that is my experience and you can confirm it by checking them out using the link to my WIP thread above.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The best looking retextures are probably produced using the pen tool, but that’s a bit too advanced for beginners. A great alternative for quick edits is the Polygonal Lasso Tool. Personally, that’s what I use since you can be somewhat rough with it and your skins will still show up fine in-game. At least, that is my experience and you can confirm it by checking them out using the link to my WIP thread above.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you are doing work on editing infantry, there is a set of handy &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/del&gt;http://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/del&gt;armaholic.com/page.php?id=19167 BLUFOR infantry PSD templates&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;] &lt;/del&gt;(205mB) made by Topas to make the entire process much easier. The set includes 4 templates: Uniform, Vest, Helmet &amp;amp; Misc. Equipment, and Armour. It is very easy to use those templates. Just open the PSD of the section you want to edit, disable all the layers except for &amp;quot;Layer 1&amp;quot;, import your texture in and match it up to cover the same area as &amp;quot;Layer 1&amp;quot;. Then, re-enable the layers that you disabled earlier and that should be ready for exporting. There are also some templates created by Saul to help with making cleaner looking retextures, but you'll need to actually do some work to shape your textures properly using these templates. Saul's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/del&gt;http://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/del&gt;armaholic.com/page.php?id=19280 BLUFOR, OPFOR, and INDEP&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;] &lt;/del&gt;(248mB) templates each include cavity, height, and ambient occlusion maps. Usually, the only one that you will require is the ambient occlusion map to be placed over top your retexture (diffuse map). This will be explained in a bit more detail a nearing the end of this section.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you are doing work on editing infantry, there is a set of handy &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{ExternalLink|link= &lt;/ins&gt;http://armaholic.com/page.php?id=19167&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|text= &lt;/ins&gt;BLUFOR infantry PSD templates&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}} &lt;/ins&gt;(205mB) made by Topas to make the entire process much easier. The set includes 4 templates: Uniform, Vest, Helmet &amp;amp; Misc. Equipment, and Armour. It is very easy to use those templates. Just open the PSD of the section you want to edit, disable all the layers except for &amp;quot;Layer 1&amp;quot;, import your texture in and match it up to cover the same area as &amp;quot;Layer 1&amp;quot;. Then, re-enable the layers that you disabled earlier and that should be ready for exporting. There are also some templates created by Saul to help with making cleaner looking retextures, but you'll need to actually do some work to shape your textures properly using these templates. Saul's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{ExternalLink|link= &lt;/ins&gt;http://armaholic.com/page.php?id=19280&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|text= &lt;/ins&gt;BLUFOR, OPFOR, and INDEP&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}} &lt;/ins&gt;(248mB) templates each include cavity, height, and ambient occlusion maps. Usually, the only one that you will require is the ambient occlusion map to be placed over top your retexture (diffuse map). This will be explained in a bit more detail a nearing the end of this section.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, we don't have templates for everything other than the BLUFOR infantry. So for anything else, select the Polygonal Lasso tool in Photoshop or its equivalent in the GIMP. In Photoshop you may have to right-click the Lasso Tool icon and select “Polygonal Lasso tool” in order to access it. Click on the outside edge of the section you want to edit and continue clicking along the edge of it until you end up back at the start. The final click will need to be on the first point you click to close the selection. If you mess up one of the points, hit Delete to remove it and try again. If there are windows or other shapes inside the select that you do not want to be textured over, then look in the top left section of the mainbar. You’ll see four icons with squares. You want to click on the one 3rd from the left (one solid square, one dim square). What this allows you to do is use the lasso tool to select the sections you DON’T want to end up in the final selection. When you’re done, you’ll want to duplicate that selection into a new layer to preserve the outline for later when you add your custom texture. To do this, hit Ctrl+J on the keyboard. I’m not sure what the hotkey is for the GIMP. You’ll see a new layer called “Layer 1” in the layers pane above the “Background” layer. You can click the little eye icon for Layer 1 since we won’t need to look at it anymore.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Unfortunately, we don't have templates for everything other than the BLUFOR infantry. So for anything else, select the Polygonal Lasso tool in Photoshop or its equivalent in the GIMP. In Photoshop you may have to right-click the Lasso Tool icon and select “Polygonal Lasso tool” in order to access it. Click on the outside edge of the section you want to edit and continue clicking along the edge of it until you end up back at the start. The final click will need to be on the first point you click to close the selection. If you mess up one of the points, hit Delete to remove it and try again. If there are windows or other shapes inside the select that you do not want to be textured over, then look in the top left section of the mainbar. You’ll see four icons with squares. You want to click on the one 3rd from the left (one solid square, one dim square). What this allows you to do is use the lasso tool to select the sections you DON’T want to end up in the final selection. When you’re done, you’ll want to duplicate that selection into a new layer to preserve the outline for later when you add your custom texture. To do this, hit Ctrl+J on the keyboard. I’m not sure what the hotkey is for the GIMP. You’ll see a new layer called “Layer 1” in the layers pane above the “Background” layer. You can click the little eye icon for Layer 1 since we won’t need to look at it anymore.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l406&quot;&gt;Line 406:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 406:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now you can either open up your Arma 3 properties and add the mod to the command line or you can use a mod manager.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now you can either open up your Arma 3 properties and add the mod to the command line or you can use a mod manager.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The easiest way to manage your mods is to use a mod manger. I recommend using &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[&lt;/del&gt;http://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;www.&lt;/del&gt;armaholic.com/page.php?id=19582 Arma 3 Launcher by Head&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]&lt;/del&gt;. It automatically detects your arma install folders (includes A2/OA) and you can save multiple profiles for Addons. This is particularly useful for switching quickly between test Addons, Zoombies DayZ, Co-op/MP friendly, or simply because one mod is conflicting with another.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The easiest way to manage your mods is to use a mod manger. I recommend using &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{ExternalLink|link= &lt;/ins&gt;http://armaholic.com/page.php?id=19582&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|text= &lt;/ins&gt;Arma 3 Launcher by Head&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;. It automatically detects your arma install folders (includes A2/OA) and you can save multiple profiles for Addons. This is particularly useful for switching quickly between test Addons, Zoombies DayZ, Co-op/MP friendly, or simply because one mod is conflicting with another.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The more tedious way to add mods to the game to read is by opening the game’s properties in your Steam library. Click “Set Launch Options” and add “-mod=@{mod_name}” to the line and then hit enter. If you have more than one mod to run with the game, write it like this: “-mod=@{mod1};@{mod2};@{mod3}” and so on.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The more tedious way to add mods to the game to read is by opening the game’s properties in your Steam library. Click “Set Launch Options” and add “-mod=@{mod_name}” to the line and then hit enter. If you have more than one mod to run with the game, write it like this: “-mod=@{mod1};@{mod2};@{mod3}” and so on.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lou Montana</name></author>
	</entry>
	<entry>
		<id>https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=226686&amp;oldid=prev</id>
		<title>Lou Montana: Text replacement - &quot;
(={2,})([^ =
])(.*)([^ =
])(={2,}) *
&quot; to &quot;
$1 $2$3$4 $5
&quot;</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=226686&amp;oldid=prev"/>
		<updated>2021-01-31T18:16:41Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot; (={2,})([^ = ])(.*)([^ = ])(={2,}) * &amp;quot; to &amp;quot; $1 $2$3$4 $5 &amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:16, 31 January 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''[Tutorial]Simple Re-texturing Guide (From Start To Finish) by Amit'''&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''[Tutorial]Simple Re-texturing Guide (From Start To Finish) by Amit'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Intro==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Intro ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;I’ve seen various guides on different stages of the texturing process, but I have not yet seen a single complete guide with all the steps laid out from start to finish with zero shortcuts taken. I've gotten a few requests for information on how I did my retextures, so I wrote this guide to allow complete novices to be able to get in on basic texturing. Using these exact methods, you’ll be able to achieve what you see in my Ghosthawk thread.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;I’ve seen various guides on different stages of the texturing process, but I have not yet seen a single complete guide with all the steps laid out from start to finish with zero shortcuts taken. I've gotten a few requests for information on how I did my retextures, so I wrote this guide to allow complete novices to be able to get in on basic texturing. Using these exact methods, you’ll be able to achieve what you see in my Ghosthawk thread.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Set aside 2-4 hours to do this the first time because it takes time to get the hang of it.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Set aside 2-4 hours to do this the first time because it takes time to get the hang of it.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Credits==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Credits ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Before I begin I want to credit the people who made this possible:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Before I begin I want to credit the people who made this possible:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;I'll outline my actions briefly and then run through the procedure from start to finish unlike most other guides. Don't worry if you don't understand the terms in the following list, it'll be explained after. Also, to prevent readers from being overwhelmed by the amount of information, I have put each section in spoilers so they can open them as needed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;I'll outline my actions briefly and then run through the procedure from start to finish unlike most other guides. Don't worry if you don't understand the terms in the following list, it'll be explained after. Also, to prevent readers from being overwhelmed by the amount of information, I have put each section in spoilers so they can open them as needed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Actions==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Actions ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;1. Create new blank mission in Arma 3.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;1. Create new blank mission in Arma 3.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;2. Install BI Tools, Eliteness, the DePBO.Dll, and PAA plug-in for image editor.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;2. Install BI Tools, Eliteness, the DePBO.Dll, and PAA plug-in for image editor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l34&quot;&gt;Line 34:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 34:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;9. Use BinPBO to pack the data into a pbo file. That pbo will get installed like any mod you download from online.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;9. Use BinPBO to pack the data into a pbo file. That pbo will get installed like any mod you download from online.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Preparation==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Preparation ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Run Arma 3’s editor and create a new blank mission. Call it whatever you want and then exit the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Run Arma 3’s editor and create a new blank mission. Call it whatever you want and then exit the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l53&quot;&gt;Line 53:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 53:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Make no mistake, there are A LOT of files you will be working with at this point, so organization is key. You should create a dedicated folder called “Arma 3 Texturing” in My Pictures to hold the numerous files you’ll be handling. After that, create a folder called whatever you are editing. For me it was the Ghosthawk. Inside that folder copy the relevant PAAs you want to edit here so you have a base to work from. I’m going to assume you have an idea of what you want to add to your skin, so create a new folder with the name of that. For me, I was editing camouflage patterns so I called the folder “camos”. Inside that folder I created subfolders for each pattern I wanted to create (e.g. Crystal, Hex, Russian, etc). Yes, a lot of folders I know, but this will help keep your retextures separated and easy to find. Next we can move onto the actual editing of the skin.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Make no mistake, there are A LOT of files you will be working with at this point, so organization is key. You should create a dedicated folder called “Arma 3 Texturing” in My Pictures to hold the numerous files you’ll be handling. After that, create a folder called whatever you are editing. For me it was the Ghosthawk. Inside that folder copy the relevant PAAs you want to edit here so you have a base to work from. I’m going to assume you have an idea of what you want to add to your skin, so create a new folder with the name of that. For me, I was editing camouflage patterns so I called the folder “camos”. Inside that folder I created subfolders for each pattern I wanted to create (e.g. Crystal, Hex, Russian, etc). Yes, a lot of folders I know, but this will help keep your retextures separated and easy to find. Next we can move onto the actual editing of the skin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Texture Editing==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Texture Editing ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Open your image editing program. From within the program, open any PAA files you copied from the original Data folder to the Arma 3 Retexture\{mod name here}\ folder. You’ll be asked to discard mip maps. Click YES. Mip maps are used for displaying textures at various ranges so that the full-res version doesn’t need to be used all the time. This helps speed up rendering of the texture at range. So now you have the base skin open in your program like you’re a surgeon and it’s your patient with its chest cavity exposed. Soon you will be performing surgical actions, so you can call yourself a doctor for the next few steps. We are, afterall, doctoring the textures to our liking, heh.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Open your image editing program. From within the program, open any PAA files you copied from the original Data folder to the Arma 3 Retexture\{mod name here}\ folder. You’ll be asked to discard mip maps. Click YES. Mip maps are used for displaying textures at various ranges so that the full-res version doesn’t need to be used all the time. This helps speed up rendering of the texture at range. So now you have the base skin open in your program like you’re a surgeon and it’s your patient with its chest cavity exposed. Soon you will be performing surgical actions, so you can call yourself a doctor for the next few steps. We are, afterall, doctoring the textures to our liking, heh.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l87&quot;&gt;Line 87:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 87:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==In-game Texture Test==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== In-game Texture Test ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alright, you’ve made it this far and you’re almost to the point of getting it in-game for glorious viewing. There is one of two things you can do:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alright, you’ve made it this far and you’re almost to the point of getting it in-game for glorious viewing. There is one of two things you can do:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l103&quot;&gt;Line 103:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 103:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In order for the custom textures to show up, you need to specify what they are replacing and where they are located. The 0 represents hidden selection #1 on the ghosthawk. This is the main body, so I wrote the PAA name for the body and the 1 in the second entry specifies the location of the tail’s texture. A third entry with 2 would likely replace the glass as the hidden selections appear to be in the order that the textures are from the Data folder extracted from the pbo. Now, click okay and then hit Preview to check it out. You should now be able to see your newly created retexture. Use the overcast feature in the editor to see how it looks in both full sunlight, 50% overcast and 100% overcast at midday. That should help give the best representation of what your skins will look like. Remember, if it looks too bright or something, you can just open the PSD file again and make tweaks.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In order for the custom textures to show up, you need to specify what they are replacing and where they are located. The 0 represents hidden selection #1 on the ghosthawk. This is the main body, so I wrote the PAA name for the body and the 1 in the second entry specifies the location of the tail’s texture. A third entry with 2 would likely replace the glass as the hidden selections appear to be in the order that the textures are from the Data folder extracted from the pbo. Now, click okay and then hit Preview to check it out. You should now be able to see your newly created retexture. Use the overcast feature in the editor to see how it looks in both full sunlight, 50% overcast and 100% overcast at midday. That should help give the best representation of what your skins will look like. Remember, if it looks too bright or something, you can just open the PSD file again and make tweaks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Configuration Creation==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Configuration Creation ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Your configuration file will depend on the type of item you are editing. Finding the code is somewhat of a drag if you aren’t familiar with scripting/programming. Below I will include the exact ones I use as a template to help you guys with yours. So far I have only tested infantry helmets and vests along with vehicles.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Your configuration file will depend on the type of item you are editing. Finding the code is somewhat of a drag if you aren’t familiar with scripting/programming. Below I will include the exact ones I use as a template to help you guys with yours. So far I have only tested infantry helmets and vests along with vehicles.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l390&quot;&gt;Line 390:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 390:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==PBO (addon binarization)==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== PBO (addon binarization) ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So you finally have all your files ready. Your PAA files are in the P:\my_addons\{mod_name}\Data\ folder and the config.cpp file is configured and placed in the P:\my_addons\{mod_name}\ folder. There’s only two steps left to do before you can finally see your skins in-game working as an addon. You must pack the files back into a format that the Arma engine can read and then add it to the command line or use a mod manager.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So you finally have all your files ready. Your PAA files are in the P:\my_addons\{mod_name}\Data\ folder and the config.cpp file is configured and placed in the P:\my_addons\{mod_name}\ folder. There’s only two steps left to do before you can finally see your skins in-game working as an addon. You must pack the files back into a format that the Arma engine can read and then add it to the command line or use a mod manager.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lou Montana</name></author>
	</entry>
	<entry>
		<id>https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=77533&amp;oldid=prev</id>
		<title>Surpher: Amit's Simple Re-texturing Guide</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;diff=77533&amp;oldid=prev"/>
		<updated>2014-04-05T15:51:11Z</updated>

		<summary type="html">&lt;p&gt;Amit&amp;#039;s Simple Re-texturing Guide&lt;/p&gt;
&lt;a href=&quot;https://community.bistudio.com/wiki?title=User:Surpher/Arma_3_Simple_Re-texturing_Guide&amp;amp;diff=77533&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Surpher</name></author>
	</entry>
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