Jump to content
brad7

Invisible Uniform Gear?

Recommended Posts

I have retextured some items for a swat uniform, but I end up with invisible gear in the game...

If someone could write the config or help me to do so would be a great help!

I'll post the configs below.

Swat 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_uniform_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 = "Swat Uniform"; 
       nakedUniform = "U_BasicBody"; //class for "naked" body 
       uniformClass = "Example_CombatUniform_mcam"; //the uniform item 
       hiddenSelections[] = {"Camo"}; 
       hiddenSelectionsTextures[] = {"SwatUniform\data\SwatUniform_co.paa"}; 
       model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
       }; 

}; 

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\blufor\b_soldier_01.p3d"; 

       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 
       }; 
   }; 
};  

SwatVest;

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_vest_config {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};

class cfgWeapons {
class Vest_Base;
class VestItem;

class example_PlateCarrier1_rgr : Vest_Base {
	scope = 2;
	displayName = "Swat Vest";
	picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"SwatVest\data\SwatVest_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"};
	};
};
};

SwatHelmet;

#define _ARMA_

//Class swat : config.bin{
class DefaultEventhandlers;
class CfgPatches
{
class swat
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};

class cfgWeapons
{
class Rifle;
class ItemCore;
class ItemInfo;
class InventoryItem_Base_F;
class HeadgearItem;
class Uniform_Base;
class UniformItem;
class Vest_Base;
class VestItem;
class SwatHelmet: ItemCore
{
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "SwatHelmet";
	picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
               hiddenSelections[] = {"camo"};
               hiddenSelectionsTextures[] = {"\SwatHelmet\data\SwatHelmet_co.paa"};
	model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
	class ItemInfo: HeadgearItem
	{
		mass = 50;
		uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
		modelSides[] = {3,1};
		armor = 100000;
		passThrough = 1;
}		};
};
};
//};

Edited by Max Power

Share this post


Link to post
Share on other sites

I am having this same problem with a uniform retexture, did you ever figure out the problem?

Share this post


Link to post
Share on other sites

Brad7, please use code tags so we can see the tab structure of your configs. You use nested tabs in code for a reason.

Share this post


Link to post
Share on other sites

make sure your texture files are in the right directory, I fixed my invisible texture when I realized my texture path was wrong.

Share this post


Link to post
Share on other sites

Max Power: How do i do that?

Mumblz: ill try that now should it be: "pboname\data\texturename.paa" ?

Share this post


Link to post
Share on other sites
Max Power: How do i do that?

[noparse]

Config goes here between the PHP or CODE tags

[/noparse]

Mumblz: ill try that now should it be: "pboname\data\texturename.paa" ?

Correct, you have three separate pbo's?

Share this post


Link to post
Share on other sites

Yes, i checked the texture path and they still arent working?

Share this post


Link to post
Share on other sites

Can you open your paa's in TexView2 without any problems?

What tool are you using to pack your pbo?

Share this post


Link to post
Share on other sites

I can view them in texview and im using eliteness...

Share this post


Link to post
Share on other sites

Try packing using BinPBO or Kegetys cpbo.

Edit: Tested your configs and found some errors and made some changes

Uniform

Added "example_vest_config" and "swat" to requiredAddons[].

Added linkedItems[] respawnLinkedItems[], this unit will now be wearing your vest and helmet.

enum {
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_uniform_config { 
       units[] = {}; 
       weapons[] = {}; 
       requiredVersion = 0.1; 
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR", "example_vest_config", "swat"}; 
   }; 
}; 

class CfgVehicles { 

   class B_Soldier_base_F; 

   class Example_Soldier_F : B_Soldier_base_F { 
       _generalMacro = "B_Soldier_F";
       scope = 2; 
       displayName = "Swat Uniform"; 
       nakedUniform = "U_BasicBody";
       uniformClass = "Example_CombatUniform_mcam";
       hiddenSelections[] = {"Camo"}; 
       hiddenSelectionsTextures[] = {"SwatUniform\data\SwatUniform_co.paa"}; 
       model = "\A3\Characters_F\blufor\b_soldier_01.p3d";

	linkedItems[] = {"example_PlateCarrier1_rgr","SwatHelmet","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"example_PlateCarrier1_rgr","SwatHelmet","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"; 

       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 
       }; 
   }; 
};  

Vest

enum {
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_vest_config {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"};
   };
};

class cfgWeapons {
   class Vest_Base;
   class VestItem;

   class example_PlateCarrier1_rgr : Vest_Base {
       scope = 2;
       displayName = "Swat Vest";
       picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
       model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
       hiddenSelections[] = {"camo"};
       hiddenSelectionsTextures[] = {"SwatVest\data\SwatVest_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"};
       };
   };
};  

Helmet

Removed some unneeded external class references, added hiddenSelections[] = {"camo"}; to the itemInfo class and tidied up the closing brackets.

enum {
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 swat
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"};
   };
};

class cfgWeapons
{
   class ItemCore;
   class ItemInfo;
   class HeadgearItem;
   class SwatHelmet: ItemCore
   {
       scope = 2;
       weaponPoolAvailable = 1;
       displayName = "SwatHelmet";
       picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
	model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"SwatHelmet\data\SwatHelmet_co.paa"};

       class ItemInfo: HeadgearItem
       {
           mass = 100;
           uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
           modelSides[] = {3,1};
           armor = "3*0.5";
           passThrough = 1;
		hiddenSelections[] = {"camo"};
       };
   };
};

Edited by surpher

Share this post


Link to post
Share on other sites
Try packing using BinPBO or Kegetys cpbo.

Thanks alot mate BinPBO worked dont know why eliteness wasnt working though..

---------- Post added at 20:20 ---------- Previous post was at 20:18 ----------

Just wondering, how would i change the colour of boots and gloves etc?

Share this post


Link to post
Share on other sites
Just wondering, how would i change the colour of boots and gloves etc?

If you are using photoshop you could try playing around with adjustment layers.

Share this post


Link to post
Share on other sites

Know you're not really supposed too reopen old threads, but i have about the same problem. And for some reason i can't make a new thread.

Anyway, tried to retexture the AAF uniform. The texture works fine in texview, the items shows up in the inventory as it should. But the uniform and texture is invisible. Also noticed that if i drop the uniform it turns into a body with the standard AAF uniform, it shows up in the inventory menu but you can't pick it up again.

Here's the config, would appreciate if someone could take a look at it.

Code:

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 M90K {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_f_beta"};
   };
};

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 = "M90K Uniform";
       nakedUniform = "U_BasicBody"; //class for "naked" body
       uniformClass = "M90K"; //e.g. "Example_Soldier_F"
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"M90K\Data\AAFM90K.paa"};

   };

};

class cfgWeapons {
   class Uniform_Base;
   class UniformItem;

   class M90K : Uniform_Base {
       scope = 2;
       displayName = "M90K Uniform";
       picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa";
       model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";

       class ItemInfo : UniformItem {
           uniformModel = "-";
           uniformClass = "M90K"; //would be same as our made soldier class
           containerClass = "Supply20"; //how much it can carry
           mass = 80; //how much it weights
       };
   };
};

Share this post


Link to post
Share on other sites

In your uniform class.

uniformClass = "M90K"; //would be same as our made soldier class 

Should be.

uniformClass = "Example_Soldier_F"; //would be same as our made soldier class 

And this line.

model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";

Should be.

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

Share this post


Link to post
Share on other sites
In your uniform class.

uniformClass = "M90K"; //would be same as our made soldier class 

Should be.

uniformClass = "Example_Soldier_F"; //would be same as our made soldier class 

And this line.

model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";

Should be.

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

Changed the config accordingly. It loads ingame now, and the texture is showing. But it's loading onto a Blufor uniform. How do i get it to load onto an AAF uniform?

New 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 M90K {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_f_beta"};
   };
};

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 = "M90K Uniform";
       nakedUniform = "U_BasicBody"; //class for "naked" body
       uniformClass = "Example_Soldier_F"; //e.g. "Example_Soldier_F"
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"M90K\Data\AAFM90K.paa"};

   };

};

class cfgWeapons {
   class Uniform_Base;
   class UniformItem;

   class M90K : Uniform_Base {
       scope = 2;
       displayName = "M90K Uniform";
       picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa";
       model = "\A3\characters_F\common\Suitpacks\souitpakc_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
       };
   };
};

Share this post


Link to post
Share on other sites

You are currently inheriting from the blufor soldier base class, change B_Soldier_base_F to I_Soldier_base_F

class I_Soldier_base_F;

   class Example_Soldier_F : I_Soldier_base_F { 

Check your spelling on this line.

model = "\A3\characters_F\common\Suitpacks\souitpakc_blufor_diver"; 

You can also remove this.

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,
}; 

Share this post


Link to post
Share on other sites

i got another issue with this. i have tried to change it in numerous ways for a couple of hours but still the uniform stays invisible.

 

 

 
 
 
 
 
 
class CfgPatches {
class Sherwoodcustom {
units[] = {};
weapons[] = {"sherwoodcustom"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_f_beta"};
};
};
 
class CfgVehicles {
    class I_Soldier_base_F;
    class B_Soldier_base_F;
    class B_Helipilot_F;
class I_officer_F;
 
 
   
    class Sherwodcustom : I_Soldier_base_F {
        _generalMacro = "I_officer_F"; //unsure what this does
        scope = 2;
        displayName = "Sherwood Custom";
        nakedUniform = "U_BasicBody"; //class for "naked" body
        uniformClass = "I_Soldier_base_F"; //the uniform item
        hiddenSelections[] = {"Camo", "insignia"};
        hiddenSelectionsTextures[] = {"\Sherw\Data\customsherwood.paa"};
 
 
    };
 
};
 
class cfgWeapons {
class Uniform_Base;
    class UniformItem;
    
 
    class customsherwood : Uniform_Base 
{
author = "BulletDrop"
        scope = 2;
        displayName = "Sherwood Custom";
        picture = "\A3\Characters_f_beta\indep\data\ia_soldier_01_clothing_co.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\Sherw\Data\customsherwood.paa"};
 
class ItemInfo : UniformItem 
{
            uniformModel = "-";
            uniformClass = "I_Soldier_base_F"; //would be same as our made soldier class
            containerClass = "Supply60"; //how much it can carry
            mass = 30; //how much it weights
        };
};
};
 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×