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| [[Category:Sandbox]] | | [[Category:Sandbox]] |
| ==Intro==
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| '''This is a character retexture guide for Arma 3.'''
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|
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| ==== Requirements ====
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| List of tools needed
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| * [[BI Tools 2.5]]
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| ** [[TexView 2]]
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| ** [[BinPBO]]
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| ** [[Tools Drive]]
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| * [http://dev-heaven.net/projects/mikero-pbodll/files Eliteness]
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| * Text Editor
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| * Image Editor
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|
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| ==== Where to find original textures & config files ====
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| C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\characters_f.pbo
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| : characters_f\config.bin - Classes for uniforms, vests and headgear.
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| : characters_f\blufor\config.bin - Classes for the blufor units.
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| : characters_f\blufor\data - The majority of the blufor unit textures.
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|
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| : characters_f\OPFOR\config.bin - Classes for the opfor units.
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| : characters_f\OPFOR\data - The majority of the opfor unit textures.
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|
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| C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\characters_f_beta.pbo
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| : characters_f_beta\INDEP\config.bin - Classes for the independent units.
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| : characters_f_beta\INDEP\data - The majority of the independent unit textures.
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|
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| == Unpacking the pbo files ==
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| ==== Copying the pbo file to a safe location ====
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| * Start Steam and go to Library, right-click on Arma3 and select properties.
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| * In properties click the Local File tab and then click on the Browse Local Files button and it will bring up a file dialog.
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| * Navigate to the Addons folder and copy the characters_f.pbo file to a different folder away from the game files.
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|
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| ==== Unpacking the pbo file and derapifying the config.bin files ready for editing ====
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| * Now start Eliteness and navigate to the location where you copied the characters_f.pbo file.
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| * Double-click on the characters_f.pbo file and you will be ask if you want to extract the file, click OK.
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| * Navigate to the newly created characters_f folder and double-click on config.bin and then go to the File menu a click Save As.
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| * Name the file characters_f_config.cpp
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| * Now navigate to the blufor folder and double-click on config.bin and then go to the File menu a click Save As.
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| * Name the file blufor_config.cpp
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| * The characters_f_config.cpp and blufor_config.cpp can now be opened in a text editor to be used as reference.
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|
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| ==== Getting the original textures ready for editing ====
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| * Navigate to the data folder in the blufor folder.
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| * Double-click on clothing1_co.paa and it should open in Texview2 if you have it installed.
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| * Go to the file menu and click Save As and give the file name a .tga extension.
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| * Do the same for vests_rgr_co.paa and equip1_co.paa
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| * The newly created .tga file can now be opened in a image editor.
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|
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| == Texture Editing ==
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|
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| == Config file editing ==
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| <syntaxhighlight lang="cpp">
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| enum {
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| destructengine = 2,
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| destructdefault = 6,
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| destructwreck = 7,
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| destructtree = 3,
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| destructtent = 4,
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| stabilizedinaxisx = 1,
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| stabilizedinaxesxyz = 4,
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| stabilizedinaxisy = 2,
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| stabilizedinaxesboth = 3,
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| destructno = 0,
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| stabilizedinaxesnone = 0,
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| destructman = 5,
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| destructbuilding = 1
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| };
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|
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| class DefaultEventhandlers;
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| class CfgPatches
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| {
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| class Retextured_A3_Characters_F_BLUFOR
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| {
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| units[] = {};
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| weapons[] = {};
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| requiredVersion = 0.1;
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| requiredAddons[] = {"A3_Characters_F"};
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| };
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| };
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|
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| class CfgVehicles
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| {
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| class B_Soldier_base_F;
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|
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| class Retextured_B_Soldier_F: B_Soldier_base_F
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| {
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| author = "YouName";
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| _generalMacro = "B_Soldier_F";
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| scope = 2;
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| displayName = "Retextured Blufor Soldier";
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| model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
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| nakedUniform = "U_BasicBody";
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| uniformClass = "Retextured_U_B_CombatUniform";
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| hiddenSelections[] = {"Camo"};
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| hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"};
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| linkedItems[] = {"Retextured_V_PlateCarrier1","Retextured_H_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
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| respawnLinkedItems[] = {"Retextured_V_PlateCarrier1","Retextured_H_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
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| };
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| };
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|
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| class cfgWeapons
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| {
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| class Uniform_Base;
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| class UniformItem;
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| class ItemInfo;
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|
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| class Retextured_U_B_CombatUniform: Uniform_Base
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| {
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| scope = 2;
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| displayName = "$STR_A3_Combat_fatigues";
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| picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
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| model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
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| class ItemInfo: UniformItem
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| {
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| uniformModel = "-";
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| uniformClass = "Retextured_B_Soldier_F";
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| containerClass = "Supply20";
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| mass = 80;
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| };
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| };
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|
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| class Vest_Camo_Base;
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|
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| class Retextured_V_PlateCarrier1: Vest_Camo_Base
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| {
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| scope = 2;
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| displayName = "$STR_A3_V_PlateCarrier1_rgr0";
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| picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
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| model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
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| hiddenSelections[] = {"camo"};
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| hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"};
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| class ItemInfo: ItemInfo
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| {
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| uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
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| containerClass = "Supply120";
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| mass = 60;
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| armor = "5*0.5";
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| passThrough = 0.7;
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| hiddenSelections[] = {"camo"};
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| };
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| };
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|
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| class ItemCore;
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| class HeadgearItem;
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|
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| class Retextured_H_HelmetB: ItemCore
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| {
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| scope = 2;
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| weaponPoolAvailable = 1;
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| displayName = "$STR_A3_H_HelmetB0";
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| picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
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| model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
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| hiddenSelections[] = {"camo"};
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| hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"};
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| class ItemInfo: HeadgearItem
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| {
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| mass = 100;
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| uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
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| modelSides[] = {3,1};
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| armor = "3*0.5";
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| passThrough = 0.8;
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| hiddenSelections[] = {"camo"};
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| };
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| };
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| };
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| </syntaxhighlight>
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| == Packing PBO files ==
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|
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| == Getting your unit into game ==
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|
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| __NOEDITSECTION__ | | __NOEDITSECTION__ |