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Joarius

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Reply with quote  #46 
Hi,



Foxsch has explained it : the translation of the pages are not easy. I'm not the administrator of the site, and my english is not good in order to help me to translate all the page quickly.
As said, GEIST doesn't have the pretention to be a real mod, because i don't know to make a mod (and i don't search more to learn how) ; think it as a library of textures.

Rowdied has explained how to install the folder @GEIST in the folder of your game (Iron Front or ArmA 2).
After, the command that must be used is (exemple for a Koenigtiger) :
this setObjectTexture [0,"@GEIST\Vehicules\PzKpfwVI_B_Caisse.paa"];
0 is the number used in order to apply the texture where you want it to be applied (in the exemple, it's the chassis of this tank).
But you know already this. [wink]



So the "difficulty" is to search in this page : Mod Geist d'I.F.L 1944
All the titles of the pages of the textures are proposed in the language of the nation :
German for German troops and vehicles ;
Russian for russian troops and vehicles ;
English for US troops and vehicles .

So, for US troops and vehicles :
[@GEIST] US Soldiers : Insignes & Casques & Grades & Co
[@GEIST] US Vehicles
For German troops and vehicles :
[@GEIST] Deutschen Fahrzeuge
[@GEIST] Deutschen Soldaten : Uniformes & Équipements & Camos & Co
[I.F.L. 1944] Uniformes & Équipements : Deutschen Soldaten
(this last page was to made for people wanting to change easily and quickly the basic equipment of each german soldier - i had begun with them)
[@GEIST] Deutschen Kanonen
For Russian vehicles :
[@GEIST] USSR Transportnykh Sredstv
[I.F.L. 1944] Uniformes & Équipements : Russkiye soldaty is empty because i was disappointed to see that the russian soldiers was "locked".



Now, you will say to me : it's good, but the pages inside are written in french ! [frown] Yes, but i think that there are enough images to allow you to know how use it.

In example of Fallschirmjägers, i go to the page [@GEIST] Deutschen Soldaten : Uniformes & Équipements & Camos & Co ; i see that there is the list below :
PERSONNALISATION DES AVATARS
UNIFORMES Camo Inf
CASQUES Camo (1)
CASQUES Camo (2)
CASQUETTES
CASQUES
ÄRMELBAND
GRADES / Infanterie & Artillerie
GRADES / Luftwaffe & Flak
UNIFORMES - GRADES / Panzerwaffe & Sturmgeschützwaffe
ÉQUIPEMENT
UNIFORMES Camo Waffen-SS
GRADES SS & Waffen-SS
CASQUES SS & Waffen-SS

I use Google translation, and i obtain this :
CUSTOMIZING AVATARS
Inf Camo UNIFORMS
HELMETS Camo (1)
HELMETS Camo (2)
CAPS
HELMETS
ÄRMELBAND
GRADES / Infantry & Artillery
GRADES / Luftwaffe Flak &
UNIFORM - GRADES / Panzerwaffe & Sturmgeschützwaffe
EQUIPMENT
UNIFORM Camo Waffen-SS
GRADES SS & Waffen-SS
HELMETS SS & Waffen-SS



No Fallschirmjägers... [frown]
Yes, but the Fallzschirmjägers were made from camos uniforms, so i watch in the section Inf Camo UNIFORMS.



First is explained how work the commands (Google translation) :
Command line

Offiziere Feldgrau : Captain (Hauptmann) / First Lieutenant (Oberleutnant) / Snd Lieutenant (Leutnant)
this setObjectTexture [1,"@ GEIST \ Uniforms \ UNIFORME_Inf.paa"];

Camo Inf : all soldiers
this setObjectTexture [5 "@ GEIST \ Uniforms \ UNIFORME_Camo_Inf.paa"];

Command lines to put in the Initialization field selected soldier.
UNIFORME_Inf.paa and UNIFORME_Camo_Inf.paa be replaced by the file name of the selected camo ; file names are in the spoilers each camo.
First are listed filenames for Soldaten (Officer, Deputy Officer and finally Man Rang) and one for the Sanitäter appropriate.




Now, i search camo used for Fallschirmjäger ; it's not hard, because it's written when they are Fallschirmjägers or they have their special helmet :
So i find
Camo 14 / Fallschirmjäger
Camo 25 / Fallschirmjäger
Camo 29-1 + Camo 29-2
In each section, there are command lines listed for each type of ranks.
By example, for Camo 29-2, if i want an Unterfeldwebel, i look and see Unteroffiziere Camo 29-2 (Camos) ; in this section, there is this setObjectTexture [5,"@GEIST\Uniformes\GER_Luftwaffe-Camo_29-2V2P1_FSJ-Unterfeldwebel_2048.paa"]; ; It's done : my soldier will have the texture of an Unterfeldwebel of Fallshirmjägers, after having copy/paste this command in the initialization of the soldier.
You will say to me : " It's good, Joarius, but how to put the special helmet or a cap ? "
Same processus : search in [@GEIST] Deutschen Soldaten : Uniformes & Équipements & Camos & Co.
For helmet, search in the HELMET section (CASQUES), and you will see :
Fallschirmjäger / Casque 1
Fallschirmjäger / Casque 2
Fallschirmjäger / Casque 3
Fallschirmjäger / Casque 4
Fallschirmjäger / Médic Winter 1
Fallschirmjäger / Médic Winter 2
You will have the names of the files for each helmet.
For the command line, read the beginning of CASQUES ; it explains what is the number to use in order to have the helmet (it depands of the type of model). But for the Fallschirmjäger, use this setObjectTexture [7,"@GEIST\Uniformes\CASQUE_Inf.paa"]; (CASQUE_Inf.paa has to be replaced by the name of the wanted helmet).



So, if people want to use @GEIST as it's actually made, the way is explained above. You will say to me that it's not in english. It's right, but i'm French, and it was easier for me to write in French these pages (i use Mod Geist d'I.F.L 1944 as checklist).
I think that there are a lot of images which will help you to understand the pages, and with Google translation or other, you will succeed [wink]
Small note: as not knowing French speak English well, I used Googles traduiction and other sites to understand about having Iron Front, ArmA 2, etc.. So I do not doubt that you will do the same. [wink]



@Foxsch :
What do you mean by "classlist wiki" ? I precise that i don't know make a wiki... :\



I'm ready to answer to questions if i can.

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Gunter Severloh

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Reply with quote  #47 
Finally getting around to this, atm I'm uploading and listing this texture pack on the MR, will edit this post when its done and listed.
ok guys uploaded and listed:
http://if-missionrepository.com/MR-Mission%20Repository/Texture%20Packs/@Geist%20Texture%20mod.7z
pack is like 1.2gb but with it archived (rar) its like 389mb download, smallest we can get it.

Info for the pack points to Joarius post above, to install it and run it like any mod and then use the instructions
with code as stated above.

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Foxsch

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Reply with quote  #48 
@Joarius ~ I'm sorry, I missed your post asking about a Wiki. It is of not much concern, just a way of making what is available easier to find and use, but it isn't difficult to find that out by reading through what is already available[smile] I'll overwrite my original @GEIST with the new zip, just in case I missed anything first time around [comp]
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Foxsch

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Reply with quote  #49 
I have kept my original @GEIST - and do now have the complete and full/updated @GEIST set of textures.

A question:

Quote:
[I.F.L. 1944] Uniformes & Équipements : Russkiye soldaty is empty because i was disappointed to see that the russian soldiers was "locked"


But in the folder I had for the textures there were RUS_... Unit textures?

One Example:- "RUS_Calot_2SE-Casque_Tankiste_3_2048.paa"

How is it, it is not now possible to use these?
I checked and they are absent from the new download kindly supplied by Gunter, but why?

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Joarius

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Reply with quote  #50 
The soviet Scout are not locked, but the other infantrymen are locked.
I have not created pages ont them because i was disapointed to see that the infantrymen were locked, and after work of Stakhanovism, i was a little tired... [crazy]
Use the same command (this setObjecTexture...) as for the Germans, try with numbers. [wink]

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Foxsch

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Reply with quote  #51 
Excellent Joarius thank you - that clears things up - I will go ahead and use what was available. It may be that I will be revising Missions already released with textures - Looks like my Red Army will be re-trained as Scouts : -) I'll post if there are updates for Missions hosted at the MR 
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sweofp

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Reply with quote  #52 
Hello!
Is this working on the Arma3 IF? I´ve got it to work with tanks and some crews, but with the infantry there are some problems, anyone who got it to work?
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OuedMeliz01

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Reply with quote  #53 
Quote:
Originally Posted by sweofp
Hello!
Is this working on the Arma3 IF? I´ve got it to work with tanks and some crews, but with the infantry there are some problems, anyone who got it to work?

yes it works in my arma 3 but it was long time ago

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sweofp

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Reply with quote  #54 
Quote:
Originally Posted by OuedMeliz01
Quote:
Originally Posted by sweofp
Hello!
Is this working on the Arma3 IF? I´ve got it to work with tanks and some crews, but with the infantry there are some problems, anyone who got it to work?

yes it works in my arma 3 but it was long time ago


Nice!
Can you maybe give me a code that´s wokr with for example SS camo infantry man, so I can copy paste it and try, and use as a template.
Thanks!
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Chief

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Reply with quote  #55 
Same here. Managed to get this to work with IFA3 for tanks, but no luck so far with the infantry. Like sweofp, I would love to see some example code that works for IFA3 infantry.[smile]


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Barto

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Reply with quote  #56 
The infantry models are quite different in ARMA3 vs ARMA2. To my understanding Bohemia completely re-did things for the A3 infantry models, hence you can change uniforms etc ingame.
This is also why Kju and the other guys are converting the IFA2 models one by one over to IFA3.
But don't worry too much about not being able to use Joarious' units (which are great btw!) for the time being, I am pretty sure theres quite awesome new models coming for IFA3 [smile]
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Chief

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Reply with quote  #57 
Thanks for the heads up Barto.
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rowdied

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Reply with quote  #58 
Joarius,

Any way to get the textures to respawn when the soldier or vehicle does? I keep getting the original textures and not the revised ones?

Is there a trick to this?

thanks

And Great Work again!

Any textures for the Panther tanks?
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Gunter Severloh

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Reply with quote  #59 
Maybe use a script for weapon respawn where when u die and respawn that you get the same weapons as when you died, you could look at the script itself and somehow
see if you can add coding for the texture to respawn too, get the classname for the textures you want then maybe ask rydygier
or someone who would know and see if it would work. just a thought.

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Joarius

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Reply with quote  #60 
Hi,



I have begun to work on the Panther, but it's a little more "hard" than for PzKpfw VIE... :\ Little elements are "hidden" among the others, and it's not easy to localize their positions on the file .paa, in order to "extract" them, avoiding to retexture elements which don't need to be retextured).

Actually, i'm beginning to see how make a "real" mod for Arma 3. As i'm not specialist, it's really not easy for me (the majority of the explanations are in English and not in French) and it's just the beginning. So i don't know if i will succeed.

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