Choctaw 1 Posted March 13, 2013 (edited) I've followed Scarecrow398's and Stiltman's guides on how to re-texture characters, so I tried my hand at it. So far, I have clothing1_co.paa, equip2_co.paa, and vests_rgr_co.paa all edited (and renamed) to my liking. This is my config, which is based on Stiltman's examples. 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 ACP1_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "230th Infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "ACP1_Soldier_F"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\data\ks_clothing1_co.paa"}; linkedItems[] = {"ACP1_PlateCarrier1_rgr", "ACP1_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ACP1_PlateCarrier1_rgr", "ACP1_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class ACP1_Uniform : Uniform_Base { scope = 2; displayName = "ACP1 Uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\characters_f\blufor.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "ACP1_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 ACP1_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "ACP1 Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\data\ks_equip2_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic.p3d"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Base; class VestItem; class ACP1_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "ACP1 Standard Plate Carrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\data\ks_vests_rgr_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"}; }; }; }; I defined my classes but I still am getting a few errors. One is "Cannot load texture: data/ks_clothing1_co.paa." and the other is "No entry '.bin\config.bin/CfgWeapons.ACP1.'" I've tried packaging my pbo with PboView, at which point I put MyAddon.pbo into an addons folder, then put that in another folder which I named @MyAddon. Everything so far went fairly smooth, but now I don't know what I did wrong. Did I make an error in my config where I defined the classes? That's what I'm thinking, but I'm really new to coding. I'd appreciate any help I could get. Thanks! EDIT: I figured it out myself. My error was that I didn't correctly define my paths for my textures. Edited March 13, 2013 by Choctaw Share this post Link to post Share on other sites
Messiah 2 Posted March 13, 2013 \data\ks_clothing1_co.paa isn't enough for it to know where to look for your texture, it should be along the lines of \yourpboname\anysubfolders\thetexturename.paa Share this post Link to post Share on other sites
ShadowEye2099 1 Posted March 13, 2013 (edited) I'm having very similar problems using the same template. We have all our textures made for our unit, but are testing the uniforms first. As far as I can tell the texture paths have been defined properly. Can anyone shed some light on this for me, as I'm very new to this and some what frustrated as this is the last step :p 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 = "Sabre Test"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"sr_equip\sr\blufor\data\sr_korr_clothing_co.paa"}; linkedItems[] = {"NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"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"}; }; }; }; EDIT: Never mind, managed to figure it out as a unit. :) Edited March 13, 2013 by ShadowEye2099 Share this post Link to post Share on other sites