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snoofkin911
Jan 20 2007, 16:08
Are there any 3rd party tools to make&edit content for ARMA

Adumb
Jan 20 2007, 17:10
We have tools that can edit configs and some textures... but no model editing tools that i know of. Heres a list (http://armed-assault.net/downloads/tools/) of some ArmA tools that the community has made. http://forums.bistudio.com/oldsmileys/smile_o.gif

dan9of9
Jan 21 2007, 00:43
i see the arma tools there,but im like, :/ what do i do.
can anyone make a walk thru that can extract a pbo,show how to skin it in a paint prog or something,and then how to put it back together and be used as a pbo that doesnt overright the orignal content?

pls guys, the communty would have so much more ya know http://forums.bistudio.com/oldsmileys/smile_o.gif

dan9of9
Jan 21 2007, 09:34
Cool,got the Kegetys Tools.
i have extracted a pbo
i used the ZS_WoodlandUS addons just to start trying to get it renamed and show in the editor.

When it extracts the pbo it extracts a folder called ZS_WoodlandUS
inside that folder is a data folder,,a config.cpp file,,some p3d files called us_soldier,us_soldierat,,etc,etc,etc

i am trying to just rename this and make a pbo file.

i first tried renaming the first folder called ZS_WoodlandUS to Alpha9_US
it didnt work.
i then renamed anything with ZS_WoodlandUS in the config.cpp with Alpha9_US,saved it,made pbo
it didnt work

i added Alpha9_US to the code in the config
displayName = "Alpha9_US";

still didnt work.
so i deleted the ZS_WoodlandUS.pbo and boom,it now apears in the editor called Alpha9_US.

but but but,when it loads i get an error saying
ZS_WoodlandUS\data\us_soldieracu_ohrnute_co.paa.
it goes in game,and the skin is all white (ofc the texture is missing)

..........................................
but how do i make this work along side the ZS_WoodlandUS
and with the textures?
..........................................

check this out,this is the changed config.cpp file
(changed anything that said ZS_WoodlandUS with Alpha9_US)




Quote[/b] ]




class CfgPatches
{
class ZS_BDU_Woodland
{
units[] = { "ZS_SoldierWB","ZS_SoldierWG","ZS_SoldierWMedic","ZS_So


ldierWAR",
"ZS_SoldierWMG","ZS_SoldierWAT","ZS_SoldierWAA","ZS_Sol


dierWSniper",
"ZS_SoldierWSaboteurPipe","ZS_SoldierWSaboteurPipe2",
"ZS_SoldierWSaboteurRecon","ZS_SoldierWSaboteurAssault",
"ZS_SoldierWSaboteurMarksman","ZS_SoldierWMiner",
"ZS_SquadLeaderW","ZS_TeamLeaderW","ZS_OfficerW","ZS_So


ldierWPilot",
"ZS_SoldierWCrew"
};
weapons[] = {};
requiredVersion = 0.100000;
requiredAddons[] = {"CAData","CACharacters","CAWeapons"};
};
};

class CfgVehicleClasses
{
class ZS_Men
{
displayName = "Alpha9_US";
};
};


class CfgVehicles
{
/*extern*/ class SoldierWB;
class ZS_SoldierWB: SoldierWB
{
model = "\Alpha9_US\us_soldier_b";
weapons[] = {"M16A2", "NVGoggles","Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWG;
class ZS_SoldierWG: SoldierWG
{
model = "\Alpha9_US\us_soldier_g";
weapons[] = {"M16A2GL", "NVGoggles", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWMedic;
class ZS_SoldierWMedic: SoldierWMedic
{
model = "\Alpha9_US\us_soldier_medic";
weapons[] = {"M16A2", "NVGoggles", "M9", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWAR;
class ZS_SoldierWAR: SoldierWAR
{
model = "\Alpha9_US\us_soldier_ar";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWMG;
class ZS_SoldierWMG: SoldierWMG
{
model = "\Alpha9_US\us_soldier_mg";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWAT;
class ZS_SoldierWAT: SoldierWAT
{
model = "\Alpha9_US\us_soldier_at";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWAA;
class ZS_SoldierWAA: SoldierWAA
{
model = "\Alpha9_US\us_soldier_at";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSniper;
class ZS_SoldierWSniper: SoldierWSniper
{
model = "\Alpha9_US\us_soldier_sniper";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurPipe;
class ZS_SoldierWSaboteurPipe: SoldierWSaboteurPipe
{
model = "\Alpha9_US\us_soldier_sabot";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurPipe2;
class ZS_SoldierWSaboteurPipe2: SoldierWSaboteurPipe2
{
model = "\Alpha9_US\us_soldier_sabot";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurRecon;
class ZS_SoldierWSaboteurRecon: SoldierWSaboteurRecon
{
model = "\Alpha9_US\us_soldier_sabot";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurAssault;
class ZS_SoldierWSaboteurAssault: SoldierWSaboteurAssault
{
model = "\Alpha9_US\us_soldier_sabass";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurMarksman;
class ZS_SoldierWSaboteurMarksman: SoldierWSaboteurMarksman
{
model = "\Alpha9_US\us_soldier_sabmark";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWMiner;
class ZS_SoldierWMiner: SoldierWMiner
{
model = "\Alpha9_US\us_soldier_mine";
weapons[] = {"M4", "NVGoggles", "Throw", "Put"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SquadLeaderW;
class ZS_SquadLeaderW: SquadLeaderW
{
model = "\Alpha9_US\us_soldier_sqleader";
weapons[] = {"M4AIM", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
vehicleClass = "ZS_Men";
};
/*extern*/ class TeamLeaderW;
class ZS_TeamLeaderW: TeamLeaderW
{
model = "\Alpha9_US\us_soldier_teamlead";
weapons[] = {"M4", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
vehicleClass = "ZS_Men";
};
/*extern*/ class OfficerW;
class ZS_OfficerW: OfficerW
{
model = "\Alpha9_US\us_soldier_officer";
weapons[] = {"M4", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWPilot;
class ZS_SoldierWPilot: SoldierWPilot
{
model = "\Alpha9_US\us_soldier_pilot";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWCrew;
class ZS_SoldierWCrew: SoldierWCrew
{
model = "\Alpha9_US\us_soldier_crew";

vehicleClass = "ZS_Men";
};
};





from what i can see,is there is some coding somewhere trying to load the textures from a folder called ZS_WoodlandUS where i need it to look in the Alpha9_US folder that i renamed.

pls help someone.im so close.

dan9of9
Jan 21 2007, 10:03
this is my directorys with the renamed folder,
as far as i can see,the config is renamed where ever it says ZS_WoodlandUS with Alpha9_US so i dont get why it wont be individual,lol
is there coding in those p3d files that is telling it to look for the folder ZS_WoodlandUS ??

http://www.alpha9s.com/pictemp/firstpbodir1.jpg

http://www.alpha9s.com/pictemp/firstpbodir2.jpg

dan9of9
Jan 21 2007, 10:27
hmm,ok,ive renamed this all to A9_Alpha9US
and all the parts in the config that said ZS_WoodlandUS is now renamed to A9_Alpha9US
and anything named ex: vehicleClass = "ZS_Men";
i have renamed to vehicleClass = "A9_Men";

all seems to be working http://forums.bistudio.com/oldsmileys/smile_o.gif

seems the first 2 initials relate to the folder somehow :/


EDITED http://forums.bistudio.com/oldsmileys/sad_o.gif actualy forget that,it is listed in there along side the ZS_WoodlandUS but if i remove that woodland addon its back to cannot load blarblar texture http://forums.bistudio.com/oldsmileys/sad_o.gif

ok,need a break http://forums.bistudio.com/oldsmileys/sad_o.gif 5 hours straight on this now.

this is the new config im using now with folder named A9_Alpha9US


Quote[/b] ]


class CfgPatches
{
class A9_BDU_Alpha9
{
units[] = { "A9_SoldierWB","A9_SoldierWG","A9_SoldierWMedic","A9_So

ldierWAR",
"A9_SoldierWMG","A9_SoldierWAT","A9_SoldierWAA","A9_Sol

dierWSniper",
"A9_SoldierWSaboteurPipe","A9_SoldierWSaboteurPipe2",
"A9_SoldierWSaboteurRecon","A9_SoldierWSaboteurAssault",
"A9_SoldierWSaboteurMarksman","A9_SoldierWMiner",
"A9_SquadLeaderW","A9_TeamLeaderW","A9_OfficerW","A9_So

ldierWPilot",
"A9_SoldierWCrew"
};
weapons[] = {};
requiredVersion = 0.100000;
requiredAddons[] = {"CAData","CACharacters","CAWeapons"};
};
};

class CfgVehicleClasses
{
class A9_Men
{
displayName = "Men (Alpha9 BDU)";
};
};


class CfgVehicles
{
/*extern*/ class SoldierWB;
class A9_SoldierWB: SoldierWB
{
model = "\A9_Alpha9US\us_soldier_b";
weapons[] = {"M16A2", "NVGoggles","Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed"};
vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWG;
class A9_SoldierWG: SoldierWG
{
model = "\A9_Alpha9US\us_soldier_g";
weapons[] = {"M16A2GL", "NVGoggles", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWMedic;
class A9_SoldierWMedic: SoldierWMedic
{
model = "\A9_Alpha9US\us_soldier_medic";
weapons[] = {"M16A2", "NVGoggles", "M9", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWAR;
class A9_SoldierWAR: SoldierWAR
{
model = "\A9_Alpha9US\us_soldier_ar";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWMG;
class A9_SoldierWMG: SoldierWMG
{
model = "\A9_Alpha9US\us_soldier_mg";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWAT;
class A9_SoldierWAT: SoldierWAT
{
model = "\A9_Alpha9US\us_soldier_at";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWAA;
class A9_SoldierWAA: SoldierWAA
{
model = "\A9_Alpha9US\us_soldier_at";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWSniper;
class A9_SoldierWSniper: SoldierWSniper
{
model = "\A9_Alpha9US\us_soldier_sniper";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWSaboteurPipe;
class A9_SoldierWSaboteurPipe: SoldierWSaboteurPipe
{
model = "\A9_Alpha9US\us_soldier_sabot";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWSaboteurPipe2;
class A9_SoldierWSaboteurPipe2: SoldierWSaboteurPipe2
{
model = "\A9_Alpha9US\us_soldier_sabot";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWSaboteurRecon;
class A9_SoldierWSaboteurRecon: SoldierWSaboteurRecon
{
model = "\A9_Alpha9US\us_soldier_sabot";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWSaboteurAssault;
class A9_SoldierWSaboteurAssault: SoldierWSaboteurAssault
{
model = "\A9_Alpha9US\us_soldier_sabass";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWSaboteurMarksman;
class A9_SoldierWSaboteurMarksman: SoldierWSaboteurMarksman
{
model = "\A9_Alpha9US\us_soldier_sabmark";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWMiner;
class A9_SoldierWMiner: SoldierWMiner
{
model = "\A9_Alpha9US\us_soldier_mine";
weapons[] = {"M4", "NVGoggles", "Throw", "Put"};
vehicleClass = "A9_Men";
};
/*extern*/ class SquadLeaderW;
class A9_SquadLeaderW: SquadLeaderW
{
model = "\A9_Alpha9US\us_soldier_sqleader";
weapons[] = {"M4AIM", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
vehicleClass = "A9_Men";
};
/*extern*/ class TeamLeaderW;
class A9_TeamLeaderW: TeamLeaderW
{
model = "\A9_Alpha9US\us_soldier_teamlead";
weapons[] = {"M4", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
vehicleClass = "A9_Men";
};
/*extern*/ class OfficerW;
class A9_OfficerW: OfficerW
{
model = "\A9_Alpha9US\us_soldier_officer";
weapons[] = {"M4", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWPilot;
class A9_SoldierWPilot: SoldierWPilot
{
model = "\A9_Alpha9US\us_soldier_pilot";

vehicleClass = "A9_Men";
};
/*extern*/ class SoldierWCrew;
class A9_SoldierWCrew: SoldierWCrew
{
model = "\A9_Alpha9US\us_soldier_crew";

vehicleClass = "A9_Men";
};
};






This one is the original that im trying to convert from


Quote[/b] ]



class CfgPatches
{
class ZS_BDU_Woodland
{
units[] = { "ZS_SoldierWB","ZS_SoldierWG","ZS_SoldierWMedic","ZS_So
ldierWAR",
"ZS_SoldierWMG","ZS_SoldierWAT","ZS_SoldierWAA","ZS_Sol
dierWSniper",
"ZS_SoldierWSaboteurPipe","ZS_SoldierWSaboteurPipe2",
"ZS_SoldierWSaboteurRecon","ZS_SoldierWSaboteurAssault",
"ZS_SoldierWSaboteurMarksman","ZS_SoldierWMiner",
"ZS_SquadLeaderW","ZS_TeamLeaderW","ZS_OfficerW","ZS_So
ldierWPilot",
"ZS_SoldierWCrew"
};
weapons[] = {};
requiredVersion = 0.100000;
requiredAddons[] = {"CAData","CACharacters","CAWeapons"};
};
};

class CfgVehicleClasses
{
class ZS_Men
{
displayName = "Men (WoodLand BDU)";
};
};


class CfgVehicles
{
/*extern*/ class SoldierWB;
class ZS_SoldierWB: SoldierWB
{
model = "\ZS_WoodlandUS\us_soldier_b";
weapons[] = {"M16A2", "NVGoggles","Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWG;
class ZS_SoldierWG: SoldierWG
{
model = "\ZS_WoodlandUS\us_soldier_g";
weapons[] = {"M16A2GL", "NVGoggles", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWMedic;
class ZS_SoldierWMedic: SoldierWMedic
{
model = "\ZS_WoodlandUS\us_soldier_medic";
weapons[] = {"M16A2", "NVGoggles", "M9", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWAR;
class ZS_SoldierWAR: SoldierWAR
{
model = "\ZS_WoodlandUS\us_soldier_ar";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWMG;
class ZS_SoldierWMG: SoldierWMG
{
model = "\ZS_WoodlandUS\us_soldier_mg";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWAT;
class ZS_SoldierWAT: SoldierWAT
{
model = "\ZS_WoodlandUS\us_soldier_at";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWAA;
class ZS_SoldierWAA: SoldierWAA
{
model = "\ZS_WoodlandUS\us_soldier_at";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSniper;
class ZS_SoldierWSniper: SoldierWSniper
{
model = "\ZS_WoodlandUS\us_soldier_sniper";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurPipe;
class ZS_SoldierWSaboteurPipe: SoldierWSaboteurPipe
{
model = "\ZS_WoodlandUS\us_soldier_sabot";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurPipe2;
class ZS_SoldierWSaboteurPipe2: SoldierWSaboteurPipe2
{
model = "\ZS_WoodlandUS\us_soldier_sabot";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurRecon;
class ZS_SoldierWSaboteurRecon: SoldierWSaboteurRecon
{
model = "\ZS_WoodlandUS\us_soldier_sabot";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurAssault;
class ZS_SoldierWSaboteurAssault: SoldierWSaboteurAssault
{
model = "\ZS_WoodlandUS\us_soldier_sabass";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWSaboteurMarksman;
class ZS_SoldierWSaboteurMarksman: SoldierWSaboteurMarksman
{
model = "\ZS_WoodlandUS\us_soldier_sabmark";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWMiner;
class ZS_SoldierWMiner: SoldierWMiner
{
model = "\ZS_WoodlandUS\us_soldier_mine";
weapons[] = {"M4", "NVGoggles", "Throw", "Put"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SquadLeaderW;
class ZS_SquadLeaderW: SquadLeaderW
{
model = "\ZS_WoodlandUS\us_soldier_sqleader";
weapons[] = {"M4AIM", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
vehicleClass = "ZS_Men";
};
/*extern*/ class TeamLeaderW;
class ZS_TeamLeaderW: TeamLeaderW
{
model = "\ZS_WoodlandUS\us_soldier_teamlead";
weapons[] = {"M4", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
vehicleClass = "ZS_Men";
};
/*extern*/ class OfficerW;
class ZS_OfficerW: OfficerW
{
model = "\ZS_WoodlandUS\us_soldier_officer";
weapons[] = {"M4", "Binocular", "NVGoggles", "M9", "Throw", "Put"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWPilot;
class ZS_SoldierWPilot: SoldierWPilot
{
model = "\ZS_WoodlandUS\us_soldier_pilot";

vehicleClass = "ZS_Men";
};
/*extern*/ class SoldierWCrew;
class ZS_SoldierWCrew: SoldierWCrew
{
model = "\ZS_WoodlandUS\us_soldier_crew";

vehicleClass = "ZS_Men";
};
};






pls help someone.

Jackal326
Jan 21 2007, 11:11
[...]
is there coding in those p3d files that is telling it to look for the folder ZS_WoodlandUS ??
[...]
Yes. Open the p3ds with a hex-editor and you'll see that the texture have been mapped to '\ZS_WoodlandUS\whatever.pac'
However, its not as simple as hex-editing a new path, as from what I gather, the new path you use has to be the same length in terms of the number of characters used, as the original path, so for example you could use '\A9_USWoodland\' but NOT '\A9_Alpha9US\' as its several characters too short.

So if you simply leave the original woodland addon in, but remove the config.cpp from it, it should work. Though if you're not editing the textures etc. I don't see the point if all you're doing is changing their names and weapon loadouts, can't you just do that in the mission editor?

dan9of9
Jan 21 2007, 11:18
just trying to get it to work first,then i will be textureing it http://forums.bistudio.com/oldsmileys/wink_o.gif
what hex editor should i get?,i havnt a clue :/

dan9of9
Jan 21 2007, 11:45
i bet ive picked up about 5 virus/spyware doing all this http://forums.bistudio.com/oldsmileys/sad_o.gif
task tray went nuts earlier trying to add p3d extensions,
and this hex editor by oxygen wasnt good either,popup city.

http://forums.bistudio.com/oldsmileys/sad_o.gif

its getting to much now http://forums.bistudio.com/oldsmileys/sad_o.gif

MehMan
Jan 21 2007, 11:58
Learn to use the edit button.

Simple easy hex editor (http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm)

dan9of9
Jan 21 2007, 12:04
thx for the info,
ive tried it,and im like :0

so many numbers,i aint gotta clue now

how do i rename stuff,lol?

MehMan
Jan 21 2007, 12:34
Use the search button to find it, use edit->overwrite string to replace it.

dan9of9
Jan 21 2007, 12:37
SORTED,GOT IT WORKING INDEPENDANT doh caps was on from hexing http://forums.bistudio.com/oldsmileys/biggrin_o.gif

i see http://forums.bistudio.com/oldsmileys/smile_o.gif got help from Rellikki
numbers are letters 61 = a 62 = b,etc (might not be spot on,but that kinda thing) http://forums.bistudio.com/oldsmileys/smile_o.gif

i did a seach for ZS_Woodland,
and changed all the ZS to A9 and then in the config i change them too and the main folder.
it now works.

thanks ever so much guys.
addons time http://forums.bistudio.com/oldsmileys/biggrin_o.gif

dan9of9
Jan 21 2007, 12:55
yep nice one guys,,for all of you that pm'd me this morning,or posted here,its all been a stepping stone to this pic http://forums.bistudio.com/oldsmileys/smile_o.gif
my first pbo,that is independant http://forums.bistudio.com/oldsmileys/smile_o.gif

the front guy is the woodland pbo (medic)
the back guy is the alpha9 pbo (medic)
if i delete the woodland pbo ,the alpha9 one still works.

thank you all so so much http://forums.bistudio.com/oldsmileys/smile_o.gif

http://www.alpha9s.com/pictemp/firstpbo2.jpg

it took 7 hours to learn this.

dan9of9
Jan 21 2007, 14:01
cool,just testing stuff,this aint a mod or anything,simple color bleech
trip to mars anyone http://forums.bistudio.com/oldsmileys/biggrin_o.gif

http://www.alpha9s.com/pictemp/mars.jpg

raedor
Jan 21 2007, 17:17
@<hidden>: Please do not double-post. Edit your previous post instead. Thanks. http://forums.bistudio.com/oldsmileys/smile_o.gif

dan9of9
Jan 21 2007, 20:09
sure no probs, http://forums.bistudio.com/oldsmileys/smile_o.gif
i just thought for those that were helping me it would let them know ive posted,as editing posts do not notify users of a new post.

dan9of9
Jan 23 2007, 14:34
anyone know if there is a .paa plugin for other paint progs likes paintshoppro7
as my photoshop cs2 had 25 days left,
today i installed vista,and aparently its ran out http://forums.bistudio.com/oldsmileys/sad_o.gif

i have an orig version of psp7,or photodraw v2 (old prog)

anyone?

Sgt_Eversmann
Jan 23 2007, 14:48
you don&#39;t really need a photoshop plugin.
simply use texview to get a paa / pac file into .tga
from tga to paa / pac you can use texview too, or paa tool http://forums.bistudio.com/oldsmileys/wink_o.gif

fasad
Jan 23 2007, 15:29
Kegetys (http://www.kegetys.net/arma/) has created a photoshop plugin that reads/writes paa and pac files.

dan9of9
Jan 23 2007, 16:24
i have the keg tools and .paa plugin already,
i just wondered if psp7 can open them,as i cannot afford &#036;650 for photoshop.

not that my psp7 will install on vista *rolleyes*

Peanut
Jan 23 2007, 16:53
I use The GIMP with a combination of TexView and PAATool. That does the job for me....

dan9of9
Jan 23 2007, 18:30
would the keg plugin work for photoshop 7?
cos i gotta chance to buy a copy cheap http://forums.bistudio.com/oldsmileys/smile_o.gif

Rellikki
Jan 23 2007, 19:16
would the keg plugin work for photoshop 7?
cos i gotta chance to buy a copy cheap http://forums.bistudio.com/oldsmileys/smile_o.gif
Works all fine at least for me. http://forums.bistudio.com/oldsmileys/wink_o.gif I&#39;m using Adobe Photoshop 7.0.

dan9of9
Jan 23 2007, 19:33
thx for the reply http://forums.bistudio.com/oldsmileys/smile_o.gif

fasad
Jan 24 2007, 05:34
the paa plugin works fine for me with photoshop 6.0.1 (old)

dan9of9
Jan 24 2007, 10:22
ah ha,if anyones got vista,you get probs with the plug in.
for one,you have to install photoshop after changing the exe to run in xp-sp2 mode,and ofc the exe to start the program once installed.
all fine,

add plugin and boom,it lacks 2 dlls in the system folder.
simply search google,download them,and it works http://forums.bistudio.com/oldsmileys/smile_o.gif

got a trial version of ps7 on,should have orig in a few days fingures crossed http://forums.bistudio.com/oldsmileys/smile_o.gif