spectrersg 9 Posted April 30, 2014 (edited) Recently opened and edited my mod's models, for example my MICH helmet. The helmet now in game is coming out of my rearend... As seen in this lovely screenshot (warning large and graphic :P image) I thought it was a model.cfg issue, and its not as it's properly being used (see below). class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class mich : ArmaMan {}; }; The config remained untouched and in the specific section for this helmet it's: class TFA_Mich_Black: H_HelmetB_Light { scope = 2; displayName = "TFA MICH (BLK)"; model = "\TFA_Gear\data\models\mich\mich.p3d"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\TFA_Gear\data\models\mich\mich_blk_co.paa"}; class ItemInfo: ItemInfo { mass = 2; uniformModel = "\TFA_Gear\data\models\mich\mich.p3d"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\TFA_Gear\data\models\mich\mich_blk_co.paa"}; modelSides[] = {3,1}; armor = 500; passThrough = 0.5; }; }; Theres no inheritance errors that pop up. Does anyone have a clue why the helmet is doing this all of a sudden? The Head selection is in all LODs except viewpilot, geometery and memory. And I added: autocenter = 0 as a property in the geometry LOD. Edit/Update 1: We ruled out it potentially being a config issue, unless its something we're not remembering. Edit/Update 2: I believe this to be an issue with the new Object Builder tool... anyone have any idea? Edit/Update 3: We made sure the head selection in the resolution LODs is correct. Edited April 30, 2014 by SpectreRSG Share this post Link to post Share on other sites
sequisha 13 Posted May 1, 2014 (edited) Does anyone have a clue why the helmet is doing this all of a sudden? The Head selection is in all LODs except viewpilot, geometery and memory. And I added: autocenter = 0 as a property in the geometry LOD. Edit/Update 1: We ruled out it potentially being a config issue, unless its something we're not remembering. Edit/Update 2: I believe this to be an issue with the new Object Builder tool... anyone have any idea? Edit/Update 3: We made sure the head selection in the resolution LODs is correct. Make sure the helmet is in the appropriate place in 3d space in the source, and that it is weighted 100% to the "head" bone/named selection. Pressing 'n' in Object Builder opens the weight paint tool. Increase it's strength and color to red, paint the helm's verts entirely, right-click the "head" named selection and "redefine". Make sure the helmet is in the appropriate place in 3d space Make sure the helmet is in the appropriate place in 3d space Edited May 1, 2014 by Sequisha Share this post Link to post Share on other sites
smokedog3para 365 Posted May 1, 2014 you have not named the model in model config it has to be the name of the .p3d Share this post Link to post Share on other sites
spectrersg 9 Posted May 1, 2014 you have not named the model in model config it has to be the name of the .p3d Model name is mich. I did at the bottom? Share this post Link to post Share on other sites
spectrersg 9 Posted May 1, 2014 (edited) Make sure the helmet is in the appropriate place in 3d space in the source, and that it is weighted 100% to the "head" bone/named selection.Pressing 'n' in Object Builder opens the weight paint tool. Increase it's strength and color to red, paint the helm's verts entirely, right-click the "head" named selection and "redefine". Make sure the helmet is in the appropriate place in 3d space Did exactly that and still the issue occurs. http://i.imgur.com/XnKJocN.png Edited May 1, 2014 by SpectreRSG Share this post Link to post Share on other sites
spectrersg 9 Posted May 5, 2014 (edited) Attempted to resave the model in O2 instead of Object Builder, and packed it with BinPBO. Same issue applies. Does anyone have any further ideas? Edit: figured it out. autocenter = 0 was defined in the 0.000 LOD and the Geo LOD. It can ONLY be in the Geo LOD. Edited May 5, 2014 by SpectreRSG Share this post Link to post Share on other sites
LazyModder222 10 Posted May 8, 2014 is it possible to use blender to make arma characters Share this post Link to post Share on other sites
pd3 25 Posted June 3, 2014 I just want to make a config remixing some of the items into a particular unit, are there any complete, functional configs that I can use as a template? Share this post Link to post Share on other sites
meatball 25 Posted June 16, 2014 I dug through the thread and did some searching, but didn't find what I was looking for. Basically I'm just looking to tweak the skin tone of some AI models. I don't even mind if all the AI have the same face/skin, I just want to change the skin color. There a simple way to do that without using an addon and just through script? I _think_ I can setObjectTexture on the unit when it's spawned, but I'm not sure where to find the skin textures in the first place and how to configure the mission to use them. Any help would be mucho appreciato. :) Share this post Link to post Share on other sites
mach2infinity 12 Posted August 16, 2014 I'm a complete beginner with addon making/modding. I know to use these resources: Arma 3 Modding Characters Mondkalb's Addon Tutorial I will be using Blender as I find Oxygen to be very difficult to work with even though I realise you need it to align/set-up LODs, geometry and so forth (?). I do have the "Low Poly Game Character Training Series" and "Vehicle Modeling Series" by Blender Cookie to start me off. I know there's the ArmA 3 Toolbox/plugins to have a .P3d model for ArmA 3. Besides needing to read up on scripting, config files, animation and texturing, have I missed anything else? Is there a guide on how to use B.I's ArmA 3 Tools? Share this post Link to post Share on other sites
Vilevirtus 10 Posted August 21, 2014 Hi, I was trying to do a retexture again using the NATO uniforms and vests. The uniforms work perfectly, only when trying to add the vest retexture like i did some months ago, the vests wont show up in the list of vests in the virtual arsenal. When trying to find the problem i used the full example config posted in this thread to see if it would work if i didnt change anything. I found that both the example uniform and example helmet show up but the example vest doesnt. Could it be that some things have changed regarding the config of vests? this is the example config i used. I havent changed anything. 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"; //unsure what this does scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"pathtoyouraddonretexturefile.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"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry 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[] = {"pathtoyouraddonretexturefile.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_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_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[] = {"pathtoyouraddonretexturefile.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"}; }; }; }; thanks in advance Share this post Link to post Share on other sites
surpher 1 Posted August 22, 2014 Change Vest_Base to Vest_Camo_Base Share this post Link to post Share on other sites
Vilevirtus 10 Posted August 22, 2014 Great that did it! Share this post Link to post Share on other sites
silentassassin 4 Posted September 3, 2014 Hi, on one of my retextures that I'm working on, I have run into a small problem. I learned how to retexture backpacks, helmets, uniforms, and vests, but the problem I have run into is that I do not understand how to add multiple retextures of headgear in one config. I have retextured a helmet and tested the retextures ingame and it works fine, but the config stopped working as soon as a put in the lines for the patrol cap retexture. How would I properly implement this? Here's my config: 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 = "Ukraine"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; model = "\a3\characters_f_beta\indep\ia_soldier_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Uniform_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class B_Carryall_oli; class Ukraine_carryall: B_Carryall_oli { displayname = "Ukrainian Carryall"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Tortila"; picture = "\a3_weapons_f\ammoboxes\bags\data\UI\icon_b_c_tortila_hex.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Ukraine\data\Ukrainian_Carryall.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Ukraine Digital Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukraine Digital Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\Ukraine\models\Helmet1"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Helmet2_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\Ukraine\models\Helmet1"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"Camo"}; }; class ItemCore; class HeadgearItem; class Ukrainian_Patrolcap :ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukrainian Patrol Cap"; picture = "\a3\characters_f\data\ui\icon_h_cap_patrol_ocamo_ca.paa"; model = "\a3\characters_f\Common\cappatrol"; hiddenSelections{} = {"Camo"}; hiddenSelectionsTextures{} = {"Ukraine\data\Ukrainian_Patrolcap.paa"}; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\Ukraine\models\Ukrainian_Patrolcap"; modelSites[] = {3,1}; armor = 2*0.5; passThrough = 0.5; hiddenSelections[] {"Camo"}; }; }; class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Ukraine Digital 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[] = {"Ukraine\data\Ukraine_Vest_co.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 September 3, 2014 Class example_HelmetB is missing a closing bracket. class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukraine Digital Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\Ukraine\models\Helmet1"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Helmet2_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\Ukraine\models\Helmet1"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"Camo"}; }; }; // Missing bracket Share this post Link to post Share on other sites
silentassassin 4 Posted September 4, 2014 I added the missing bracket, but when I launch the game I get this error: File ukraine\config.cpp, line 104: '/cfgWeapons/example_HelmetB/Ukrainian_Patrolcap.hiddenSelections ': '{' encountered instead of '=' Share this post Link to post Share on other sites
surpher 1 Posted September 4, 2014 You are using the wrong bracket type in the Ukrainian_Patrolcap class. Should be. hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukrainian_Patrolcap.paa"}; Share this post Link to post Share on other sites
silentassassin 4 Posted September 4, 2014 Thanks again surpher, there are no longer error codes when launching the game, but the new problem is that I can only see the first set of retextured items in the game. When I go into the arsenal, the retextured helmet, vest, uniform, and backpack appear, but I cannot find the retextured patrol cap. I'm not exactly sure if I closed the bracket correctly or if it might be from some other problem.:confused: Here's an updated config: 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 = "Ukraine"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; model = "\a3\characters_f_beta\indep\ia_soldier_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Uniform_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class B_Carryall_oli; class Ukraine_carryall: B_Carryall_oli { displayname = "Ukrainian Carryall"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Tortila"; picture = "\a3_weapons_f\ammoboxes\bags\data\UI\icon_b_c_tortila_hex.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Ukraine\data\Ukrainian_Carryall.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Ukraine Digital Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukraine Digital Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\Ukraine\models\Cha_6b7_1"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Helmet2_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\Ukraine\models\Cha_6b7_1"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"Camo"}; }; class ItemCore; class HeadgearItem; class Ukrainian_Patrolcap :ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukrainian Patrol Cap"; picture = "\a3\characters_f\data\ui\icon_h_cap_patrol_ocamo_ca.paa"; model = "\a3\characters_f\Common\cappatrol"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukrainian_Patrolcap.paa"}; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\Ukraine\models\Ukrainian_Patrolcap"; modelSites[] = {3,1}; armor = 2*0.5; passThrough = 0.5; hiddenSelections[] = {"Camo"}; }; }; } class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Ukraine Digital 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[] = {"Ukraine\data\Ukraine_Vest_co.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 September 4, 2014 Yeah, you have not closed the example_HelmetB class correctly, this should be ok. 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 = "Ukraine"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; model = "\a3\characters_f_beta\indep\ia_soldier_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Uniform_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class B_Carryall_oli; class Ukraine_carryall: B_Carryall_oli { displayname = "Ukrainian Carryall"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Tortila"; picture = "\a3_weapons_f\ammoboxes\bags\data\UI\icon_b_c_tortila_hex.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Ukraine\data\Ukrainian_Carryall.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Ukraine Digital Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukraine Digital Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\Ukraine\models\Cha_6b7_1"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Helmet2_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\Ukraine\models\Cha_6b7_1"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"Camo"}; }; }; class Ukrainian_Patrolcap :ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukrainian Patrol Cap"; picture = "\a3\characters_f\data\ui\icon_h_cap_patrol_ocamo_ca.paa"; model = "\a3\characters_f\Common\cappatrol"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukrainian_Patrolcap.paa"}; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\Ukraine\models\Ukrainian_Patrolcap"; modelSites[] = {3,1}; armor = 2*0.5; passThrough = 0.5; hiddenSelections[] = {"Camo"}; }; }; class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Ukraine Digital 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[] = {"Ukraine\data\Ukraine_Vest_co.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
silentassassin 4 Posted September 4, 2014 Thanks it works perfectly. I have two separate retextures and when I activate both of them only the Ukrainian one works, but If I don't activate the Ukrainian one, then the other retexture that I made works. What would I have to change in order for both of the mods to be functioning in the game at the same time. Sorry for asking so many questions, I'm just finding it hard to wrap my head around certain parts of the config. Here is the config for the other retexture if you need to compare them: 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 = "Forest Ops"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; model = "\a3\characters_f_beta\indep\ia_soldier_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forestops\data\clothing1_needle_co.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 = "Pine Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Pine Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forestops\data\equip1_co.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 = "Pine Camo 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[] = {"Forestops\data\Vest_Needle_co.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 September 5, 2014 (edited) You need to use unique classnames or they will overwrite each other. Currently you have a class named Example_Soldier_F in both configs, one of those classes will be overwritten by the other and as a result you will only see one of the units. Simply rename one of the classes, you should also consider tagging your classes to make them unique to you (i.e. SilentAssassin_Example_Soldier_F). Edited September 5, 2014 by surpher Share this post Link to post Share on other sites
silentassassin 4 Posted September 6, 2014 Ok, thanks again Surpher. Share this post Link to post Share on other sites
hellstorm77 2 Posted September 20, 2014 wondering someone can help me with an error im getting Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.nameSound'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.type'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.Library'. Warning Message: No entry '.libTextDesc'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.simulation'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.fireLightDuration'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.fireLightIntensity'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.fireLightDiffuse'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.fireLightAmbient'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.weaponLockDelay'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.weaponLockSystem'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.cmImmunity'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.weight'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.lockingTargetSound'. Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.lockedTargetSound'. Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.detectRange'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.muzzles'. Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/CfgWeapons/SAS_PlateCarrier1_rgr.selectionFireAnim'. Warning Message: '/' is not a value my script 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 SAS { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class SAS_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "SAS Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "SAS_Uniform"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\sas\Textures\sas_urban.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class SAS_Uniform: Uniform_Base { scope = 2; displayName = "SAS Uniform"; picture = "\sas\Textures\sas_urban.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "SAS_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class SAS_HelmetB: ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "sas helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {""}; 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_Base; class VestItem; class SAS_PlateCarrier1_rgr: Vest_Base { scope = 2; displayName = "SAS 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[] = {"\sas\Textures\sas_urban_vest.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply50"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Share this post Link to post Share on other sites
surpher 1 Posted September 22, 2014 Change Vest_Base to Vest_Camo_Base Share this post Link to post Share on other sites
hellstorm77 2 Posted September 22, 2014 Thanks surpher it worked like a charm Share this post Link to post Share on other sites