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offer reward for help in config.cpp :)

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hello,can anyone helpme? spent years looking forums, tutorials etc. .. and still can not get my soldier models have face texture I want, since the game use the default texture,

I have the model bysta (head) and Soldier_P3D (body)-(delete bysta proxy-head, selection head,and combine with bysta head)

this model perfect body and head geometry work perfectly, but in the game shows me the texture of the face by default, the problem is a config.cpp code,telling to use the default texture,

I NEED to put the texture that I created ...

I made the body and head of my friends and their zombie version but it fails in the texture of the head .. leave a copy of my config

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

#define true 1

#define false 0

class CfgPatches {

class BINK_soldier_p3d {

units[] = {"bink_test_soldier"};

weapons[] = {};

requiredVersion = 1.0;

requiredAddons[] = {};

};

};

class CfgVehicleClasses {

class BINK_Test_Soldier {

displayName = "Test Soldier";

};

};

class CfgVehicles {

class All {};

class AllVehicles : All {};

class Land : AllVehicles {};

class Man : Land {};

class Soldier : Man {};

class Civilian : Man {};

class USMC_Soldier_Base : Soldier {};

class USMC_Soldier : USMC_Soldier_Base {};

class USMC_Soldier_Light : USMC_Soldier {};

class bink_test_soldier : USMC_Soldier_Light {

vehicleClass = "BINK_Test_Soldier";

displayName = "Test Soldier";

model = "\soldier_p3d\soldier";

class Wounds {

tex[] = {};

mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "soldier_p3d\data\us_soldier_body.rvmat", "soldier_p3d\data\us_soldier_body_wound1.rvmat", "soldier_p3d\data\us_soldier_body_wound2.rvmat"};

};

};

};

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The head must be proxy now so don`t delete ,

you need to make config

Class Face

class Head

class identity

then you have new head that will be applied to your zombie thing.

select head and extract to proxy is best then configure it in cpp , above but not inside cfgvehicles , something like

this i think :

               class default ;
	class CfgHeads : default 
{
        access = 1;
        scope =1;
	class DefaultHead;
	class ZombieHead_T :DefaultHead
{
	scope =1;
	model = "\thromp\thromp_jung_units\ZombieHead_T.p3d";
	class Wounds
	{
		tex[] = {};
		mat[] = {"ca\characters_e\heads\male\defaulthead\data\hhl_white.rvmat","ca\characters_e\Heads\male\DefaultHead\Data\hhl_Wounds.rvmat","ca\characters_e\Heads\male\DefaultHead\Data\hhl_Wounds.rvmat"};
	};
};
};

class CfgFaces 
{
scope =2;
class Face01_camo1;
class ZombieFace_T :Face01_camo1
	{
		scope =1;
		identityTypes[] = {"Zombie_01",};
		head = "ZombieHead_T";
		name = "thromp Zomb";
		material = "";
		disabled = 0;
	};
};

	class CfgIdentities 
{
scope =1;

class default ;
class Zombie_01 :default 
{
	scope =1;
	name = "Ben zombie";
	face = "ZombieFace_T";
	glasses = "None";
	speaker = "Male01EN";
	pitch = 1;
};
};

I dont want reward but also support will be lacking i`m affraid , howevr i`m sure others will help ;).

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if you're going to stick with the method you used, meaning having a permanent non proxy head on your model, then you have to delete the named selection named "osobnost" from the model. it tells the engine to use the face/identity system used for the default unit.

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