kbbw123 115 Posted October 16, 2014 Did you tried to use Vest_Camo_Base instead of Vest_NoCamo_Base yet? Tried it but same result it can't load the texture somehow /*extern*/ class BACKPACKCLASSNAME; class KB_BackPack_BLK: BACKPACKCLASSNAME { scope = 2; maximumLoad = 100; displayName = "Assaultpack (KBBW)"; picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Compact_blk_ca.paa"; hiddenSelectionsTextures[] = {"\KBBWTEXT\Data\KB_backpack_compact_blk_co.paa","\KBBWTEXT\Data\vests_kbbw_co.paa"}; }; also no result backpack is still not showing up :( Share this post Link to post Share on other sites
chief_wiggum 17 Posted October 16, 2014 CfgVehicle has to be CfgVehicles There's an S!------------------^ Share this post Link to post Share on other sites
kbbw123 115 Posted October 16, 2014 CfgVehicle has to be CfgVehiclesThere's an S!------------------^ olmost kill myself from shame..... but well dat did make it appear in the arsenal list but again he textures don't load :( Share this post Link to post Share on other sites
chief_wiggum 17 Posted October 16, 2014 Do you get an error-message? If yes, which? Normaly it can only be a path problem or something with the texture itself. Is the texture in \KBBWTEXT\Data\ ? Is it a .paa? Is it the right size? Did you used the .paa-plugin for PS? (some people got problems with that) Try this: hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(1,0,0,1)","#(rgb,8,8,3)color(1,0,0,1)"}; The whole Backpack/Vest should be red. If you still can't get it work, please upload it somewhere, so that we can take a closer look. ;) Share this post Link to post Share on other sites
kbbw123 115 Posted October 16, 2014 https://www.dropbox.com/s/m10t5fnmgi2btv6/KBBWTEXT.pbo?dl=0 Here ya go. hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(1,0,0,1)","#(rgb,8,8,3)color(1 ,0,0,1)"}; this didn't work its .paa (Used Gimp 2 to make it a .PNG and then convert it to .paa with textview 2) Size is the same as original just redone the texture texture is indete in \KBBWTEXT\Data\<Filename.paa> Share this post Link to post Share on other sites
chief_wiggum 17 Posted October 16, 2014 Ok... hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(1,0,0,1)"}; couldn't work. I've forgotten an A there. It has to look like this: hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(1,0,0,1)"}; Shame on me! ;) Now... I've done some work at your config and managed to to get the vest completely red. Unfortunately I didn't got the backpack working a 100%. The small bags, the zipties and stuff, seem to be a different hiddenSelection than camo2 and I don't know how it's called. Now it's up to you to find out how the hiddenSelection is called like and add correct texture paths.(maybe start a new post here: Config&Scripting) This is the config i came up with: (take a look ingame, in order to understand more) class CfgPatches { class KBBW_CUS_TEXT { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgWeapons { /*extern*/ class Vest_Camo_Base; /*extern*/ class VestItem; class KB_V_PlateCarrier1_rgr: Vest_Camo_Base { scope = 2; displayName = "Plate Carrier (KBBW)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(1,0,0,1)"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry"; containerClass = "Supply400"; mass = 50; armor = 100; passThrough = 0.700000; hiddenSelections[] = {"camo"}; }; }; }; class CfgVehicles { /*extern*/ class B_AssaultPack_Kerry; class KB_BackPack_BLK: B_AssaultPack_Kerry { scope = 2; maximumLoad = 100; displayName = "Assaultpack (KBBW)"; picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Compact_blk_ca.paa"; hiddenSelections[] = {"camo"}; //Unsure what the hiddenSelection for the Bags and stuff is called like hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(1,0,0,1)","#(argb,8,8,3)color(1,0,1,1)"}; }; }; Hope i helped a bit, Chief ;) Share this post Link to post Share on other sites
kbbw123 115 Posted October 16, 2014 Oh i'm so bloody smart -.- just figured out why it wasn't working.... hadn't put the addon builder properly it created the .pbo file but with nothing in it.... i could acctually kill myself now but yea braindamage is back to 0 now Share this post Link to post Share on other sites
punks 10 Posted October 26, 2014 So i retextured the police vest but i'm wondering how can i see it in-game ? I've retextured some unifroms too (seems to work pretty good) . But i don't figured out how to be able to see the vest in-game . And i have the same problem with vehicles like hatchback,offroad,suv , i tried to put it in-game but it dose'nt show up . Share this post Link to post Share on other sites
meaty 34 Posted November 3, 2014 I've heard that the error of wound textures not showing when you've changed the rvmats was fixed/can be fixed, however i cant find any info about it anywhere, was i misinformed :confused: Share this post Link to post Share on other sites
aboulger116 10 Posted November 10, 2014 (edited) class CfgPatches { class atacs { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class atacs_Soldier_F : B_Soldier_base_F { author = "ab"; _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Co-Op Uniform"; uniformClass = "ab_test_atacs"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\@atacs\addons\clothing1_co.paa"}; }; }; class CfgWeapons { class Uniform_Base; class UniformItem; class ab_test_atacs : Uniform_Base { scope = 2; author = "AB"; displayName = "A-TACS Co-Op Uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_m cam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor _diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "ab_Soldier_F"; // Points to unit wearing the uniform. containerClass = "Supply20"; mass = 20; }; }; }; It's not showing up in game, anything wrong with my config? Edited November 10, 2014 by aboulger116 Share this post Link to post Share on other sites
Amit 17 Posted November 11, 2014 Just to be clear you have checked in the editor if you can place down your unit? Go into the virtual arsenal and look for your uniform texture. Is it present? From what I can see, your config looks fine. The only difference that I can see between my own config and yours is that my cfgweapons section comes before the cfgvehicles section. I doubt that would cause an issue, though. Share this post Link to post Share on other sites
surpher 1 Posted November 11, 2014 In your uniform class uniformClass = "ab_Soldier_F"; should be uniformClass = "atacs_Soldier_F"; Share this post Link to post Share on other sites
aboulger116 10 Posted November 13, 2014 Just to be clear you have checked in the editor if you can place down your unit? Go into the virtual arsenal and look for your uniform texture. Is it present?From what I can see, your config looks fine. The only difference that I can see between my own config and yours is that my cfgweapons section comes before the cfgvehicles section. I doubt that would cause an issue, though. It doesn't show up. That's what's in the folder I am pbo-ing. Is this directory in my config correct? Those are the directories. Then they go into a folder called @atacs which has a sub-folder, addons, then it goes to the pbo file. I did setup the launch options as well (@mod_name1;@atacs; ) Anything I did wrong / am missing? I have a feeling I shouldn't be binarizing the entire folder rather than just the folder with the contents, but I'm not sure. Share this post Link to post Share on other sites
surpher 1 Posted November 13, 2014 Use the new Arma3 tools and drop P: from the texture path. [hph]hiddenSelectionsTextures[] = {"\atacs\data\clothing1_co.paa"};[/php] Share this post Link to post Share on other sites
ninja_gazpacho 10 Posted November 29, 2014 Hi, When I set the unit as a custom faction, the uniform looks great and works perfectly. But when I set it as a stand alone item, it doesn't look right. 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_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 = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\flecktarn\data\flecktarn_camo.paa"}; }; }; 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 }; }; }; I could post a picture but I think I need to be a registered member longer. Share this post Link to post Share on other sites
surpher 1 Posted November 30, 2014 (edited) Hi,When I set the unit as a custom faction, the uniform looks great and works perfectly. But when I set it as a stand alone item, it doesn't look right. 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_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 = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\flecktarn\data\flecktarn_camo.paa"}; }; }; 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 }; }; }; I could post a picture but I think I need to be a registered member longer. Where is the code for your custom faction? Edited November 30, 2014 by surpher Share this post Link to post Share on other sites
Roach_ 52 Posted February 15, 2015 Could we get a video tutorial of this? That would help greatly since there is none out there at the moment. Share this post Link to post Share on other sites
Amit 17 Posted February 15, 2015 I was planning to make one when I first created the guide, but the Arma 3 tools were going to be released to I decided to hold off. I was supposed to release an updated version of the guide for Arma 3 Tools last year, but I hit a snag with the tools and didn't manage to get the problem resolved due to a busy 2nd half of the year. I have a bit of time in the coming week to look into the issue again and try to solve it so I can finish updating the guide. After that is sorted out I can either make the video myself or have someone else help with that. Share this post Link to post Share on other sites
Roach_ 52 Posted February 15, 2015 I was planning to make one when I first created the guide, but the Arma 3 tools were going to be released to I decided to hold off. I was supposed to release an updated version of the guide for Arma 3 Tools last year, but I hit a snag with the tools and didn't manage to get the problem resolved due to a busy 2nd half of the year. I have a bit of time in the coming week to look into the issue again and try to solve it so I can finish updating the guide. After that is sorted out I can either make the video myself or have someone else help with that. Many thanks mate. Share this post Link to post Share on other sites
Crash_9 10 Posted February 23, 2015 I'm having issues getting the texture in game for testing. I used photoshop, saved it as a .tga, converted to a .paa in texview then put it in my mission folder. I used the "setObjectTexture" command and yet it doesnt work. I'm lost on where I went wrong, Can someone clarify this portion of the process for me. Share this post Link to post Share on other sites
Amit 17 Posted February 23, 2015 Did you make sure that the name is 100% correct? What you should by typing into the init box is the following: this setObjectTexture [0,"[color="#FF0000"]texture[/color].paa"]; Replace the highlighted word "texture" with the name of your actual file. So if you named it "camo1.paa", replace "texture" in the above code with "camo1". If that doesn't work, instead of exporting to TGA from Photoshop, export it as an PNG file and then convert it to the PAA from TexView 2. Share this post Link to post Share on other sites
Crash_9 10 Posted February 23, 2015 Hmmm, still not working. saved it as a .png as well, I'm just trying a simple retexture of the mx rifle. You said you're exporting it out of photoshop, I've been hitting save as could that be the problem? Share this post Link to post Share on other sites
Amit 17 Posted February 24, 2015 Oh, that's your problem. setObjectTexture doesn't work on weapons. You need to completely configure a new addon for the weapon. Although, I believe you can use Bulldozer to view the skin on the weapon instead of using the game. That's one of the things that will be included in the new guide. Share this post Link to post Share on other sites
Crash_9 10 Posted February 24, 2015 Ah I see, well I'll wait and see in the new guide, in the meantime I'll be gaining some experience with uniforms and such, thank you! Share this post Link to post Share on other sites
Amit 17 Posted March 8, 2015 I finally resolved my issues with Buldozer, which took a lot longer than it should have and will be able to finish the new Arma 3 guide soon. I won't give an estimation because I have a habit of breaking them (plz don't compare me to Rockstar with GTA V :icon_frown:). Share this post Link to post Share on other sites