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Arma skins question.

Cutter

Well-known member
I've been messing around with some player skins, have got them as I want them to look as pngs and I'm about to put them back as PAAs, but I'm still unsure of how I can get them in game. Anyone have any advice on a simple way to do this, or a tutorial I can follow so I can see how they may look in game?

 
Last edited by a moderator:
Okay, I've got a bit further, I've got the texture files in the same folder as a blank, test mission.sqm that I created with the editor. I should be able to use

 this setObjectTexture [0, "c_driver_f_yellow_co2.jpg"];

on a drivers overalls I've placed on the floor with the editor and in the initialization box when the item is highlighted change the texture of the item it's attached to, to one which is in same folder as the mission file.

It was at first not finding the textures as I had not them in the right place, but now it's accepting them, but I can't seem to get them to change still. 

I understand that the 0 in the  [0, "c_driver_f_yellow_co2.jpg"]; is the specific section of the model the texture is being applied to, I see how this works on vehicles, is it always 0 for clothing?

looking through the mission.sqm I see the item is described as 

{
position[]={14506.066,17.902658,16201.993};
id=2;
side="EMPTY";
vehicle="Headgear_H_Bandanna_gry";
skill=0.60000002;
init="this setObjectTexture [0, ""h_bandana_cbr_yellow.jpg""];";
};
 
if that helps. This is a bandanna I'm simply trying to re texture, not the racing overalls I was using earlier, to complicate matters.
 
Last edited by a moderator:
That's because you haven't reconfigured the flange in the flux capacitor..

 
A vast number of things in arma just cannot be retextured, that's unfortunately why you see the same uniform on Altis being used for most whitelisted positions.

 
First you must choose the red pill or the blue pill. Only then can I show you how deep the rabbit hole goes ...

 
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