Surpher/Sandbox – User

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Revision as of 13:37, 27 July 2013 by Surpher (talk | contribs) (Testing syntax highlighting)
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Intro

This is a character retexture guide for Arma 3.

Requirements

List of tools needed

Where to find original textures & config files

C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\characters_f.pbo

characters_f\config.bin - Classes for uniforms, vests and headgear.
characters_f\blufor\config.bin - Classes for the blufor units.
characters_f\blufor\data - The majority of the blufor unit textures.
characters_f\OPFOR\config.bin - Classes for the opfor units.
characters_f\OPFOR\data - The majority of the opfor unit textures.

C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\characters_f_beta.pbo

characters_f_beta\INDEP\config.bin - Classes for the independent units.
characters_f_beta\INDEP\data - The majority of the independent unit textures.

Unpacking the pbo files

Copying the pbo file to a safe location

  • Start Steam and go to Library, right-click on Arma3 and select properties.
  • In properties click the Local File tab and then click on the Browse Local Files button and it will bring up a file dialog.
  • Navigate to the Addons folder and copy the characters_f.pbo file to a different folder away from the game files.

Unpacking the pbo file and derapifying the config.bin files ready for editing

  • Now start Eliteness and navigate to the location where you copied the characters_f.pbo file.
  • Double-click on the characters_f.pbo file and you will be ask if you want to extract the file, click OK.
  • Navigate to the newly created characters_f folder and double-click on config.bin and then go to the File menu a click Save As.
  • Name the file characters_f_config.cpp
  • Now navigate to the blufor folder and double-click on config.bin and then go to the File menu a click Save As.
  • Name the file blufor_config.cpp
  • The characters_f_config.cpp and blufor_config.cpp can now be opened in a text editor to be used as reference.

Getting the original textures ready for editing

  • Navigate to the data folder in the blufor folder.
  • Double-click on clothing1_co.paa and it should open in Texview2 if you have it installed.
  • Go to the file menu and click Save As and give the file name a .tga extension.
  • Do the same for vests_rgr_co.paa and equip1_co.paa
  • The newly created .tga file can now be opened in a image editor.

Texture Editing

Config file editing

enum {
	destructengine = 2,
	destructdefault = 6,
	destructwreck = 7,
	destructtree = 3,
	destructtent = 4,
	stabilizedinaxisx = 1,
	stabilizedinaxesxyz = 4,
	stabilizedinaxisy = 2,
	stabilizedinaxesboth = 3,
	destructno = 0,
	stabilizedinaxesnone = 0,
	destructman = 5,
	destructbuilding = 1
};

class DefaultEventhandlers;
class CfgPatches
{
	class Retextured_A3_Characters_F_BLUFOR
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Characters_F"};
	};
};

class CfgVehicles
{
	class B_Soldier_base_F;
	
	class Retextured_B_Soldier_F: B_Soldier_base_F
	{
		author = "YouName";
		_generalMacro = "B_Soldier_F";
		scope = 2;
		displayName = "Retextured Blufor Soldier";
		model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
		nakedUniform = "U_BasicBody";
		uniformClass = "Retextured_U_B_CombatUniform";
		hiddenSelections[] = {"Camo"};
		hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"};
		linkedItems[] = {"Retextured_V_PlateCarrier1","Retextured_H_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
		respawnLinkedItems[] = {"Retextured_V_PlateCarrier1","Retextured_H_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	};
};

class cfgWeapons
{
	class Uniform_Base;
	class UniformItem;
	class ItemInfo;
	
	class Retextured_U_B_CombatUniform: Uniform_Base
	{
		scope = 2;
		displayName = "$STR_A3_Combat_fatigues";
		picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
		model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
		class ItemInfo: UniformItem
		{
			uniformModel = "-";
			uniformClass = "Retextured_B_Soldier_F";
			containerClass = "Supply20";
			mass = 80;
		};
	};
	
	class Vest_Camo_Base;
	
	class Retextured_V_PlateCarrier1: Vest_Camo_Base
	{
		scope = 2;
		displayName = "$STR_A3_V_PlateCarrier1_rgr0";
		picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
		model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
		hiddenSelections[] = {"camo"};
		hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"};
		class ItemInfo: ItemInfo
		{
			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
			containerClass = "Supply120";
			mass = 60;
			armor = "5*0.5";
			passThrough = 0.7;
			hiddenSelections[] = {"camo"};
		};
	};
	
	class ItemCore;
	class HeadgearItem;
	
	class Retextured_H_HelmetB: ItemCore
	{
		scope = 2;
		weaponPoolAvailable = 1;
		displayName = "$STR_A3_H_HelmetB0";
		picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
		model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
		hiddenSelections[] = {"camo"};
		hiddenSelectionsTextures[] = {"indep_units\data\uv_guide_2048_co.paa"};
		class ItemInfo: HeadgearItem
		{
			mass = 100;
			uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
			modelSides[] = {3,1};
			armor = "3*0.5";
			passThrough = 0.8;
			hiddenSelections[] = {"camo"};
		};
	};
};

Packing PBO files

Getting your unit into game