SKUN 1 Posted September 17, 2012 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"}; }; }; }; Share this post Link to post Share on other sites
Sealife 21 Posted September 17, 2012 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 ;). Share this post Link to post Share on other sites
bad benson 1726 Posted September 25, 2012 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. Share this post Link to post Share on other sites