Surpher/Sandbox – User

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


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Latest revision as of 04:37, 3 December 2018