brad7 4 Posted May 28, 2013 (edited) 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 May 29, 2013 by Max Power Share this post Link to post Share on other sites
Remi .A 8 Posted May 29, 2013 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
max power 21 Posted May 29, 2013 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
Remi .A 8 Posted May 29, 2013 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
brad7 4 Posted May 29, 2013 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
surpher 1 Posted May 29, 2013 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
brad7 4 Posted May 29, 2013 Yes, i checked the texture path and they still arent working? Share this post Link to post Share on other sites
surpher 1 Posted May 29, 2013 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
brad7 4 Posted May 29, 2013 I can view them in texview and im using eliteness... Share this post Link to post Share on other sites
surpher 1 Posted May 29, 2013 (edited) 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 May 29, 2013 by surpher Share this post Link to post Share on other sites
brad7 4 Posted May 29, 2013 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
surpher 1 Posted May 29, 2013 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
Bearington 10 Posted February 28, 2014 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
surpher 1 Posted February 28, 2014 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
Bearington 10 Posted February 28, 2014 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
surpher 1 Posted February 28, 2014 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
Bearington 10 Posted February 28, 2014 That fixed it works like it should now. Thanks alot for the help :) Share this post Link to post Share on other sites
bulletdrop 10 Posted October 13, 2015 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