Pomi Git 256 Posted August 14, 2013 I've added quite a lot of PG uniforms,ballistic vests,helmets and hats to a single crate and it didn't popped any error.Though I haven't added all of them,only the ones I liked the most so I can't say if one of the uniforms in the mod is problem. I get the error with any vest or uniform. Its looking for a texture that does not exist. Im not at home right now so I cant tell you the specific error but It basically looks like the normal texture reference but with an "x" in the name e.g "V_PlateCarrier1_PMC_rgr" comes up as "V_PlateCarrier1_PMC_x_rgr". Despite the error, the item shows in the crate, minus an icon, but you cant equip it :confused: Also I'm doing this as a predefined ammo crate via a config not as a script within a mission. The script posted by Keewa (page 4) works fine. I found if I add default A3 uniforms and vests they work fine but my custom ones don't. Perhaps its a bug? Share this post Link to post Share on other sites
Drongo69 117 Posted August 14, 2013 I'm not sure if it is related, but I have had problems with the PMC uniforms in MP. I was running a script on the server to assign random PMC uniforms to dozens of units (SFP rebels). It worked fine for the host, but consistently crashed the client. In testing on a single squad, we found that the host could see everything fine, but the client did not see the changes (sometimes naked units, sometimes just the default clothing). This only occurred with uniforms. Vests and packs seemed to be OK (as well as the 3rd-party headgear). At the time I assumed it was a bug with the addUniform command. Share this post Link to post Share on other sites
black dragon 0 Posted August 14, 2013 Did anyone made a replacementscript for this unit? Share this post Link to post Share on other sites
Pomi Git 256 Posted August 15, 2013 I'm not sure if it is related, but I have had problems with the PMC uniforms in MP. I was running a script on the server to assign random PMC uniforms to dozens of units (SFP rebels). It worked fine for the host, but consistently crashed the client. In testing on a single squad, we found that the host could see everything fine, but the client did not see the changes (sometimes naked units, sometimes just the default clothing). This only occurred with uniforms. Vests and packs seemed to be OK (as well as the 3rd-party headgear).At the time I assumed it was a bug with the addUniform command. That's an interesting one. I tested MP compatibility of my own random gear script with a friend and no such issues occurred. I'm assuming you are just using the gear from my mod and not the units themselves? Share this post Link to post Share on other sites
Drongo69 117 Posted August 21, 2013 Sorry Pomigit, with further testing, it seems that it was trying to add a non-existing backpack classname that was causing the crash (though some units were still turning up naked in the earlier test). Removing any backpack related code resulted in no errors. Apologies for the false alarm. Love the units by the way, with balaclavas and shemaghs they make great insurgents. Share this post Link to post Share on other sites
Pomi Git 256 Posted August 22, 2013 Sorry Pomigit, with further testing, it seems that it was trying to add a non-existing backpack classname that was causing the crash (though some units were still turning up naked in the earlier test). Removing any backpack related code resulted in no errors. Apologies for the false alarm. No worries. Thanks for the update. I'm relieved it's not my mod causing the problem :) Love the units by the way, with balaclavas and shemaghs they make great insurgents. Well its not what I intended them to be but cool non the less. Glad you got use out of them Share this post Link to post Share on other sites
mistyronin 1181 Posted August 22, 2013 Pomigit, I'm playing in the dev branch version of the game, and since today's update ( which includes country flags patch ), the PMCs from your mod wear the US flag ( which is totally legit, but somehow weird for a PMC xD ). Share this post Link to post Share on other sites
Pomi Git 256 Posted August 22, 2013 Pomigit, I'm playing in the dev branch version of the game, and since today's update ( which includes country flags patch ), the PMCs from your mod wear the US flag ( which is totally legit, but somehow weird for a PMC xD ). Yeah i noticed that too. Well it means the flag patch is using a different texture and hopefully its got its own hiddenselection camo. Will look into it. Share this post Link to post Share on other sites
surpher 1 Posted August 23, 2013 For blufor clothing1 I edited the _as,_smdi and .rvmat files and used hiddenSelectionsMaterials[] = {"rvmatPath.rvmat"}; in the config. Share this post Link to post Share on other sites
Pomi Git 256 Posted August 23, 2013 For blufor clothing1 I edited the _as,_smdi and .rvmat files and used hiddenSelectionsMaterials[] = {"rvmatPath.rvmat"}; in the config. Ah cheers mate. Yeah I can its all embedded. Bugger, if you replaced with a blank flag do you mind sending me your files? Share this post Link to post Share on other sites
surpher 1 Posted August 24, 2013 The downside of using hiddenSelectionsMaterials[] is that it breaks the wound textures, its a known issue. http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2477085&viewfull=1#post2477085 Share this post Link to post Share on other sites
Pomi Git 256 Posted August 26, 2013 The downside of using hiddenSelectionsMaterials[] is that it breaks the wound textures, its a known issue.http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2477085&viewfull=1#post2477085 Why isnt that surprising. So hiddenselectionsmaterials is a new feature right? I wasnt aware of it before. That will mean I can get rid of some of the edited models. Excellent. Now they just need to add hiddenselections to weapons. Share this post Link to post Share on other sites
EO 11274 Posted August 30, 2013 Great work pomigit, really dig your mod. Do you have the class names for the individual units themselves, I can only find class names for their gear in your first post. Thanks. Share this post Link to post Share on other sites
instagoat 133 Posted August 31, 2013 Why isnt that surprising. So hiddenselectionsmaterials is a new feature right? I wasnt aware of it before. That will mean I can get rid of some of the edited models. Excellent. Now they just need to add hiddenselections to weapons. How does that even work? Aren't materials just pertaining to RVMats? I've been unable to find anything on the Biki, I´m just asking because some of my own stuff has been bonked (like a set of mexican naval special forces skins I was working on) by the new speculars. I´m looking forward to seeing if you'll be able to put in adjusted smdi and normal maps without model edits, that'd mean reskinning models whole will be so much easier. Would you be able to document how it works, or do you have a source for this trick documented elsewhere already? Cheers Insta Share this post Link to post Share on other sites
Pomi Git 256 Posted September 1, 2013 How does that even work? Aren't materials just pertaining to RVMats? I've been unable to find anything on the Biki, I´m just asking because some of my own stuff has been bonked (like a set of mexican naval special forces skins I was working on) by the new speculars.I´m looking forward to seeing if you'll be able to put in adjusted smdi and normal maps without model edits, that'd mean reskinning models whole will be so much easier. Would you be able to document how it works, or do you have a source for this trick documented elsewhere already? Cheers Insta I havent even looked at this yet. Ive been distracted teaching myself 3d modelling :) Surpher's the man with this kind of thing. If he doesn't respond here maybe ask in the config and scripts section Share this post Link to post Share on other sites
Alwarren 2767 Posted September 1, 2013 How does that even work? Aren't materials just pertaining to RVMats? I've been unable to find anything on the Biki, I´m just asking because some of my own stuff has been bonked (like a set of mexican naval special forces skins I was working on) by the new speculars. I wouldn't be surprised if that feature required the new tools as well, most notably binPBO/binarize, which it always boils down to. P.S.: Best PMC units so far. These guys are great :) Share this post Link to post Share on other sites
surpher 1 Posted September 1, 2013 How does that even work? Aren't materials just pertaining to RVMats? I've been unable to find anything on the Biki, I´m just asking because some of my own stuff has been bonked (like a set of mexican naval special forces skins I was working on) by the new speculars.I´m looking forward to seeing if you'll be able to put in adjusted smdi and normal maps without model edits, that'd mean reskinning models whole will be so much easier. Would you be able to document how it works, or do you have a source for this trick documented elsewhere already? Cheers Insta Just add hiddenSelectionsMaterials[] = {"Path_To_Your_Rvmat.rvmat"}; to your config or use the related command. In the rvmat edit what you like, if you want to edit the smdi,as or normal map textures do so then add them to your mod and edit the paths in the rvmat to point to them. At the moment you will lose wound textures and they do not work on every model that has hiddenSelection like the blufor vests for example. Share this post Link to post Share on other sites
Pomi Git 256 Posted September 3, 2013 P.S.: Best PMC units so far. These guys are great :) Cheers mate, much appreciated. Am looking forward to seeing that MP9 being released. Its looking ace :) Share this post Link to post Share on other sites
McKeewa 7 Posted September 10, 2013 Ready for the release Pomi ? =) Any PMC-Ghillie style scheduled ? Share this post Link to post Share on other sites
Pomi Git 256 Posted September 11, 2013 (edited) Ready for the release Pomi ? =) I'm waiting until after the launch to finalise the first patch. I'm also planning on expanding the mod with custom content I am working on (sneak peak in my avatar). More on that later Any PMC-Ghillie style scheduled ? Show me a picture of a Private Military Contractor wearing a Ghillie suit and ill consider it ;) Edited September 11, 2013 by pomigit Share this post Link to post Share on other sites
McKeewa 7 Posted September 11, 2013 TADAAAA Well, ok, maybe it's time to innovate with something unexpected =) Share this post Link to post Share on other sites
krycek 349 Posted September 11, 2013 Awesome pomigit,I'm a sucker for balaclavas.This pack is already must-have for me. Share this post Link to post Share on other sites
adanteh 58 Posted September 11, 2013 TADAAAAhttp://farm7.staticflickr.com/6128/5968558393_6309cde4d8.jpg Well, ok, maybe it's time to innovate with something unexpected =) Oh sweet DMR, how I'll miss you. @Pomigit, have you considered taking other people onboard to maybe create some new vehicles or so? I'd love to see some technicals or just a new MRAP with an open turret. Share this post Link to post Share on other sites
pellejones 1 Posted September 11, 2013 (edited) We use this addon as main units in SSG now :) from time to time http://www.ssg-clan.se/gallery/ops/thefollowers_20130911.png (1988 kB) http://www.ssg-clan.se/gallery/ops/thefollowers_v2_20130911.png (1988 kB) Edited September 11, 2013 by Pellejones Share this post Link to post Share on other sites
Pomi Git 256 Posted September 11, 2013 TADAAAA Ha, nice :D Awesome pomigit,I'm a sucker for balaclavas.This pack is already must-have for me. The balaclava is not the item to focus on :) That is Kiory's balaclava which is already available. @Pomigit, have you considered taking other people onboard to maybe create some new vehicles or so? I'd love to see some technicals or just a new MRAP with an open turret. Absolutely, I did in fact put a call out for experienced 3d modellers to get in touch with me when I released the mod but I've received no interest :( Share this post Link to post Share on other sites