Jump to content
Sign in to follow this  
goyney

Texturing Guide for Beginners

Recommended Posts

Detailed guide to help any of you that want to start making your own textures to contribute to the server.

Please see the below thread for info:

 

GUIDE

You will need:

Obtaining original textures to work with:

 

  1. Go to your Arma 3 installation folder. [C:\SteamLibrary\steamapps\common\Arma 3 - mine for example]. 
    Spoiler

    2d592fda835fd5b8eaa8de58c5273a3e.png

     

  2. Click Addons. [This will vary depending on whether the texture you want is from an expansion or not]
    Spoiler

    08b05de7dbb20f9521552bb9fcd5e98b.png

     

  3. Find the relevent PBO. In my case I am looking for 'characters_f'. Look for the PBO which the wiki advises for your chosen texture.
    Spoiler

    381076875833e785cd821b53dca801fe.png

     

  4. Ensure that you open the PBO with PBO Manager.
    Spoiler

    1d6da395c0ee57c1dc715752aa232a5d.png

     

  5. Once you have the PBO open with PBO Manager, navigate through the folders to find your files. For me it is: BLUFOR>Data>clothing1_paa.co. *Some vehicles/clothing have 2 parts*
    Spoiler

    114cfe73480ecac343d98139c5cbdb91.png

     

  6. You will need both the 'paa' and the 'nohq'.(For me it is clothing1_paa.co and clothing1_nohq.co.
    Spoiler

    114cfe73480ecac343d98139c5cbdb91.png

     

  7. Open both of these files with TexView2.
    Spoiler

    1106537dd23daa5b25d26f65b9568ad8.png       69ddcb88e9db2e6cd6bf4fb359108d08.png 

     

  8. Save a copy of both files to your Desktop in a .TGA format. (Just type .TGA at the end of each file name).
    Spoiler

    2d97808157d1af8746b044405c998449.png [SAME WITH THE .CO FILE]

     

  9. These files can now be opened with GIMP or Photoshop to edit. When you are done, save the texture as a .JPEG. [I will cover how to apply it in game later in the guide].
    Spoiler

    a133959b84695f694f077763bc6e28c6.jpg

     

Texture Templates

You can also find templates online which are already set-up and ready to edit. However, the above process is important particularly for expansion items as there may not be templates created yet for these textures. You will also find that some of the templates are low quality, so it's worth just making your own if you can.

 

Creating an overlay with the texture map (nohq) to work with - Photoshop.

  1. You will need both the .co and the .nohq in the same window on Photoshop.
    Spoiler

    df822ccb3b3fdcd4cd5358c3d02d1cec.png

     

  2. Select the nohq layer (the ugly pink one) in the layers tab and press CTRL+A to select all.
    Spoiler

    82472ec1901c27b7f9fc0a0a72ca22a7.png

     

  3. Go to channels which is in the same tab as layers to the right.
    Spoiler

    8fe86283a0ae520f3a7f9d089f83434c.png

     

  4. Select the Red channel, and ensure you are still selecting all (there will be an animated selection line all the way around the canvas).
    Spoiler

    8fe86283a0ae520f3a7f9d089f83434c.png

     

  5. Press CTRL+C to make a copy of the Red channel. (The texture should appear grey on the canvas if Red is selected correctly).
    Spoiler

    86489a5a0f1c36ed4dedabf47181ce89.png

     

  6. Once copied, go back to the layers window and CTRL+V to paste the Red channel. (You will need to un-select by clicking anywhere in the right window first).
    Spoiler

    f638f279919cbe691cd7428fdb843e73.png

     

  7. Do the same process steps 3 to 6 for the Green Channel.
    Spoiler

    imageproxy.php?img=&key=c5df00027f117c37e5d6335390671fc54605893aad84ee0b.png

     

  8. Once you have both the Red and Green channels - name them 'R' for Red and 'G' for Green. Press the Eye Icon next to the nohq and co layers to hide them. The co is useful later if you need any support or reference from the original texture (incase you can't find a certain part of the texture etc).
    Spoiler

    cb402e2ff88725cc29ce60d5a4ee69bb.png

     

  9. In the layers windows you will see a drop down box which is set by default to 'Normal'. For both the Green and Red layers, set this to 'Overlay'.
    Spoiler

    830daca5b12277956bf038c62684c1d1.png

     

  10. This will make a transparent overlay, and you can place anything underneath these layers, whilst still having the overlay show for guidance around the texture map.
    Spoiler

    e25f1505bab9e2fd3e2d8e4f87b22968.png

     

 

Applying your new texture in-game

  1. Open the Arma Editor and choose a map [Singleplayer>Editor]. I like to use Virtual Reality. For light realism use Altis, as you will see how the light affects your texture.
  2. CTRL+S to save the singleplayer mission. I named mine Scenario for example.
    Spoiler

    91049a483499a8234782058c350d50f2.png

     

  3. Once you save the mission, go to your Documents folder and then to Arma 3 Other Profiles.
    Spoiler

    7bb9bbcc5df38582e1c8385c065abb20.png

     

  4. Click your Arma 3 name folder and then Missions.
    Spoiler

    becd2e78ce720ce881e3b242fde72223.png

     

  5. Find the name of the mission you saved, and place the JPEG that you saved into the folder. This will allow you to import the image in game now. *Give the JPEG a simple name eg. t1.jpeg*
    Spoiler

    da6aac39dd5b3f607b03be1210536cdb.png

     

  6. You will now need to use the editor to place the ie. vehicle/uniform into the mission.
  7. I will be placing an AI soldier into the mission as I am doing clothing.
    Spoiler

    67e20aef3bf11cd34994eb377d4465c9.png

     

  8. In my case, I will right click the AI and select 'Edit Loadout' to put the MTP Fatigues onto the AI. 
    Spoiler

    f660ba28602c102c36f0f84eec0efe5e.png

     

  9. Once this is done If you are doing a uniform, you will need to right click the AI again and select 'Attributes'.
    Spoiler

    ad950457fd802bb04266fdc211365f95.png

     

  10. In Attributes > the 'Init' box, type this code: this setObjectTexture [0, "1.jpg"];       - Replace "1" with the name of your .jpg in the mission folder.
    Spoiler

    efba8215c0fc45f4ac36706dbeb4477d.png

 

11. Once this is done, click Play Scenario. You should see your texture covering the base texture.

Spoiler

307150adfb4b29a5119e9cdee994bb35.png

 

For Vehicles:

  • Instead of the above step 7-10, do the below:
  1. Right click your vehicle and go to Attributes.
  2. Give the vehicle a Variable name; again something simple such as v1.
  3. Click Play Scenario.
  4. Press ESC for Debug Console.
  5. Type: v1 setObjectTexture [0, "1.jpg"];         - Replace v1 with the vehicle variable name and '1' with the name of the jpg in your mission folder.
  6. Execute the code locally and the skin will change.
  • In some cases, such as ifrits, there are two texture maps to the vehicle. In this instance:
    • The code would be: v1 setObjectTexture [0, "1.jpg"]; v1 setObjectTexture [1, "2.jpg"];          - Notice how the second line of code has a '1' instead of a '0'. This is used to select the other part of the vehicle. You will need to edit and save both parts to your mission folder as jpg's.

For Backpacks:

  • Same as clothing, except you place the backback on the ground and edit its attribute code from there. You pick it up once you start the scenario. It will be skinned this way.

For anything else:

  • You need mods, and that's a whole other story. (It's a fucking pain).

 

----------------------------------------------------------------------------------------------------------

Feel free to PM me with any questions/feedback regarding guide.

@InvictusTheReaper This will help you I hope.

@Infamous [FULL SEND] "Why would anyone want to follow your guide you make dogshit skins faggot". Beat you to it kid.

Edited by GO7NEY

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...