surpher 1 Posted February 17, 2014 If your packing the TEST folder it should be ok, T1_Beret is your classname to use. Are your model paths correct? Share this post Link to post Share on other sites
zurf3r 10 Posted February 17, 2014 (edited) Yup, all the model paths are correct. Still not packing the texture into the .pbo, does it have anything todo with the hiddenSelectionsTextures[] path? Thats the code I have at the moment. enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class T1_Beret { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class T1_Beret : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Team One Tactical Beret"; picture = "\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa"; model = "\A3\Characters_f_epb\BLUFOR\headgear_beret02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"T1T\data\headgear_beret02_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_f_epb\BLUFOR\headgear_beret02"; modelSides[] = {3, 1}; armor = 0; passThrough = 0; hiddenSelections[] = {"camo"}; }; }; }; And this is my hierarchy for the files. Edited February 17, 2014 by zurf3r Share this post Link to post Share on other sites
surpher 1 Posted February 17, 2014 I'm on the dev branch and I don't see this model "\A3\Characters_f_epb\BLUFOR\headgear_beret02". This is the only beret model I can find "\A3\Characters_F\Common\headgear_beret01" hiddenSelectionsTextures[] path is fine if you are packing the T1T folder. Does your texture load ok in Texview2? Share this post Link to post Share on other sites
zurf3r 10 Posted February 17, 2014 Thats wierd, beacuse its there for me The headgear_beret02 spawns perfectly fine for me with its normal classname, H_Beret_02 My texture loaded completly fine in Texview2. Share this post Link to post Share on other sites
surpher 1 Posted February 17, 2014 Found it, I didn't realise they had released a new characters pbo. Are you sure you are loading your addon correctly, can you see your class in the in game config viewer? Share this post Link to post Share on other sites
zurf3r 10 Posted February 17, 2014 Nothing in the config viewer... Still dont understand why the texture wont pack... Thats the way its supposed too be placed right? Share this post Link to post Share on other sites
surpher 1 Posted February 17, 2014 Should be addons not addon. Share this post Link to post Share on other sites
zurf3r 10 Posted February 17, 2014 Aight, that worked perfectly, I can see the item if have it in my inventory or if its in a box. Gives me the typical Cannot load texture t1t\data\headgear_beret02_co.paa. So the fact that the textures doesnt pack into the .pbo, is there anyway i can fix that? Share this post Link to post Share on other sites
surpher 1 Posted February 17, 2014 Are you using AddonBuilder, if so does unticking Binarize help? Share this post Link to post Share on other sites
zurf3r 10 Posted February 17, 2014 Unticking binarize worked, thank you so much for the help! :) Share this post Link to post Share on other sites
surpher 1 Posted February 17, 2014 No problem, with Binarized ticked you may need to add this line to 'List of files to copy directly' in options to get the paa to pack. *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.shp; Share this post Link to post Share on other sites
Tejkr 13 Posted February 21, 2014 Hi, is there any new way of creating uniforms? Because in my old mod, the uniforms are removed from units, now I've created new kind of addon (creating uniforms as usualy) and the uniforms are removed again. Other mods works just fine, my basic uniform code is like this: class Cz_Wood_Uniform : Uniform_Base { scope = 2; displayName = "Czech SpecRes Woodland Uniform"; model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; hiddenselectionstextures[] = {"CzchSpcRspns\Data\Wear\Cz_Wood_Uniform.paa"}; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "SpecResWoodSoldier"; containerClass = "Supply40"; mass = 80; }; }; The uniforms works when I equip them from box (or adding adduniform in unit's init)...so, what am I doing wrong and the others not? Share this post Link to post Share on other sites
surpher 1 Posted February 21, 2014 Still the same. class U_B_CombatUniform_mcam: Uniform_Base { scope = 2; displayName = "$STR_A3_Combat_fatigues"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_Soldier_F"; containerClass = "Supply40"; mass = 40; }; }; class Cz_Wood_Uniform : Uniform_Base { scope = 2; displayName = "Czech SpecRes Woodland Uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "SpecResWoodSoldier"; containerClass = "Supply40"; mass = 40; }; }; Share this post Link to post Share on other sites
elminster1000 10 Posted February 24, 2014 I want to add three uniforms to my mod but when I use the editor there's only one, could anyone help me with the code? How I can add other uniforms? This is the mod with only one uniform: enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Bosque"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiset.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Casc.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Chalec.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Share this post Link to post Share on other sites
surpher 1 Posted February 24, 2014 For each uniform class you create you need a unit class that is wearing the uniform, so the game knows which model and textures to use. class CfgPatches { class elminster1000_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class elminster1000_Soldier_F_01 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Bosque"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiset.paa"}; linkedItems[] = {"elminster1000_PlateCarrier1_rgr", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier1_rgr", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class elminster1000_Soldier_F_02 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Bosque"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiset.paa"}; linkedItems[] = {"elminster1000_PlateCarrier1_rgr", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier1_rgr", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class elminster1000_Soldier_F_03 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Bosque"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_03"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiset.paa"}; linkedItems[] = {"elminster1000_PlateCarrier1_rgr", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier1_rgr", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class elminster1000_CombatUniform_mcam_01 : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "elminster1000_Soldier_F_01"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class elminster1000_CombatUniform_mcam_02 : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "elminster1000_Soldier_F_02"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class elminster1000_CombatUniform_mcam_03 : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "elminster1000_Soldier_F_03"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class elminster1000_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Casc.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Camo_Base; class VestItem; class elminster1000_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Chalec.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Share this post Link to post Share on other sites
elminster1000 10 Posted February 25, 2014 (edited) For each uniform class you create you need a unit class that is wearing the uniform, so the game knows which model and textures to use. Thank you surpher! Another question, what size do the icons have? I tried 16*16px, 32*32px and 64*64px but it didn't work Edited February 25, 2014 by elminster1000 Share this post Link to post Share on other sites
surpher 1 Posted February 25, 2014 Do you mean the icons that appear on the map in the editor or the images in the inventory. Share this post Link to post Share on other sites
elminster1000 10 Posted February 25, 2014 Do you mean the icons that appear on the map in the editor or the images in the inventory. The images in the inventory Share this post Link to post Share on other sites
surpher 1 Posted February 25, 2014 The images for the uniforms,vests and helmets are 256x256 pixels in size. Share this post Link to post Share on other sites
elminster1000 10 Posted February 25, 2014 (edited) The images for the uniforms,vests and helmets are 256x256 pixels in size. Thank you again!! Edited February 27, 2014 by elminster1000 Share this post Link to post Share on other sites
elminster1000 10 Posted February 27, 2014 And the last question how I can change the icons on the map? And thank you in advance! Share this post Link to post Share on other sites
surpher 1 Posted February 28, 2014 Units have a icon = "iconMan"; setting, I don't know if there are other options or if you can use you own .paa. Share this post Link to post Share on other sites
zurf3r 10 Posted March 4, 2014 How would I fix this? o.o Share this post Link to post Share on other sites
PuFu 4600 Posted March 4, 2014 use filetype as in icon_h_beret02_black_ca.paa Share this post Link to post Share on other sites
zurf3r 10 Posted March 4, 2014 (edited) like picture = "T1T\data\UI\icon_h_beret02_black_ca.paa"; ? Beacuse I tried the code above already, and that gives the same error. Edited March 4, 2014 by zurf3r Share this post Link to post Share on other sites