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[Tutorial] Simple Re-texturing Guide (From Start To Finish)

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First up there are new tools on Steam, but you should still be able to pack it ok with BinPBO. You are packing the data folder only remove \data from 'addon source directory'.

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First up there are new tools on Steam, but you should still be able to pack it ok with BinPBO. You are packing the data folder only remove \data from 'addon source directory'.

ok yes forgot about the new tools and i just need someone to look at my config and tell me where i fucked up at

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Here is a tidied up config, it should work ok.

class CfgPatches {
   class diehardx95_Digi_Camo {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {};
   };
};

class CfgVehicles {
   class B_Soldier_base_F;

   class diehardx95_Soldier_F : B_Soldier_base_F {
       _generalMacro = "B_Soldier_F"; //unsure what this does
       scope = 2;
       displayName = "Digi Test";
       uniformClass = "diehardx95_Digi_Officer"; //e.g. "Example_Soldier_F"
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {""}; // You need a texture or you will not see anything. You can use a procedural texture for testing "#(rgb,8,8,3)color(0.93,0,0.55,1)"
   };
};

class cfgWeapons {
   class Uniform_Base;
   class UniformItem;

   class diehardx95_Digi_Officer : Uniform_Base {
       scope = 2;
       displayName = "Digi_Uni_Test";
       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 = "diehardx95_Soldier_F"; //would be same as our made soldier class
           containerClass = "Supply20"; //how much it can carry
           mass = 80; //how much it weights
       };
   };
};

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class CfgPatches { 
   class Gorka { 
       units[] = {}; 
       weapons[] = {}; 
       requiredVersion = 0.1; 
       requiredAddons[] = {"A3_Characters_F"}; 
   }; 
}; 

class CfgVehicles { 
   class B_Soldier_base_F; 

   class Gorka_Soldier_F : B_Soldier_base_F { 
       _generalMacro = "B_Soldier_F"; //unsure what this does 
       scope = 2; 
       displayName = "Gorka Beige"; 
       uniformClass = "Gorka_Beige"; //e.g. "Example_Soldier_F" 
       hiddenSelections[] = {"Camo"}; 
       hiddenSelectionsTextures[] = {"Gorka\data\Gorka_Beige.paa"}; // You need a texture or you will not see anything. You can use a procedural texture for testing "#(rgb,8,8,3)color(0.93,0,0.55,1)" 
   }; 
}; 

class cfgWeapons { 
   class Uniform_Base; 
   class UniformItem; 

   class Gorka_Beige : Uniform_Base { 
       scope = 2; 
       displayName = "Gorka_Uni_Beige"; 
       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 = "Gorka_Soldier_F"; //would be same as our made soldier class 
           containerClass = "Supply20"; //how much it can carry 
           mass = 80; //how much it weights 
       }; 
   }; 
};

This is my code, but whenever i use it i will get invisible clothes.

I'm re-texturing opfor clothes so i'm also not sure about the following commands:

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; 

(mcam -> multicam?)

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

(why a bluefor diver model for opfor clothes?)

I'm also not sure about the requiredAddons[] = {"A3_Characters_F"}; command.

do i have to put in:

requiredAddons[] = {"A3_Characters_F"};

or:

requiredAddons[] = { }; 

?

Thank you in advance!

Edited by Amendus

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Do you get an error telling you the texture is missing? Try resaving the texture with the _co suffix (Gorka_Beige_co.paa). You say you are retexturing opfor clothing but you are using the blufor base class. The opfor model has three hiddenSelections "Camo1","Camo2","insignia" you can ignore "insignia" if you want, its most likely a square patch on the arm.

Your config should look more like this.

class CfgPatches
{ 
   class Gorka
{ 
       units[] = {}; 
       weapons[] = {}; 
       requiredVersion = 0.1; 
       requiredAddons[] = {"A3_Characters_F","A3_Characters_F_OPFOR"}; 
   }; 
}; 

class CfgVehicles
{ 
class O_Soldier_base_F; 

   class Gorka_Soldier_F : O_Soldier_base_F
{ 
       _generalMacro = "O_Soldier_F"; 
       scope = 2; 
       displayName = "Gorka Beige"; 
       uniformClass = "Gorka_Beige";
	hiddenSelections[] = {"Camo1","Camo2","insignia"};
	//hiddenSelectionsTextures[] = {"\A3\Characters_F\OPFOR\Data\clothing_co.paa","\A3\Characters_F\OPFOR\Data\tech_CO.paa"}; // Original Textures for reference
       hiddenSelectionsTextures[] = {"Gorka\data\Gorka_Beige_co.paa","Gorka\data\Gorka_Beige_tech_co.paa"};
   }; 
}; 

class cfgWeapons
{ 
   class Uniform_Base; 
   class UniformItem; 

class Gorka_Beige : Uniform_Base
{ 
       scope = 2; 
       displayName = "Gorka_Uni_Beige"; 
       picture = "\A3\characters_f\data\ui\icon_U_OI_CombatUniform_ocamo_ca.paa"; 
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
       class ItemInfo : UniformItem
	{ 
           uniformModel = "-"; 
           uniformClass = "Gorka_Soldier_F";
           containerClass = "Supply40"; 
           mass = 80;
       }; 
   }; 
};

In not sure if mcam is multicam, I guess it is. Suitpack_blufor_diver is the model used when the uniform is placed on the ground. Its good practise to add to the requiredAddons array. "A3_Characters_F" is the name of the CfgPatches class in the characters_f.pbo main config, If someone were to use your addon as a requirement they would add "Gorka" to there array.

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Thank you very very much! the code works like a charm.

one thing tough, we tried it on 3 computers but after we installed the addons 2 pc's had problems running arma. any idea what this might cause? (crash error was: arma stopped working).

thank you for all the help tough! :)

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Sorry One More Question Sorry I am stuck again the script that surpher cleaned up worked i no longer get a config error but im running the addon builder for arma 3 on admin but still getting a packing error

Addon Source Directory

p:\my_projects\digi_camo_clothing

Destination directory

C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@diginato\addons

Clear Temp folder Binarize

Packing Error

Unable to copy digi_camo_clothing.pbo to C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@diginato\addons try again?

Do i need to change my options if so here is what i have.

List Of Files to copy directly: empty

Creat Log File

Path To Signature File: empty

path to temp folder: C:\Users\ANTONI~1\AppData\Local\Temp\

Path to project folder: set to use source path

addon prefix: empty and set to automatically

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First of all thank you. This tutorial looks awesome and should help me.

I've got a little question. Does someone know where I can find the Hummingbird? I can't find it anyway, I'm probably to retarded... xD

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I've got a little question. Does someone know where I can find the Hummingbird? I can't find it anyway, I'm probably to retarded... xD

Air_f.pbo, I assume.

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Air_f.pbo, I assume.

I did not find any MH-9 Hummingbird in there. Also the other air PBO files do not own it's texture, or I am simply to retarded to find it. So anyone found it? I'd also like to know how I can change the Lightbar-Texture of the Lightbars (of cars like the Offroader).

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I think Heli_Light_01 in the Air_f.pbo is the MH-9.

It actually is. Thank you very very much, Sir.

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Is there a way to use Blufor PlateCarrier with Camelbacks for retexturing the .paa is the same for both vest with camelback or without it but how can i change this in the config ?

I tried with changing the vest models number in the config of the vest from 02 to 01, but no success.

Problem solved all about the numbers 1 is with camelback 2 is the clear us platecarrier, only KerrysVest has no Hiddenselection i think so.

Edited by Speedygonzales

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Is there a way to use Blufor PlateCarrier with Camelbacks for retexturing the .paa is the same for both vest with camelback or without it but how can i change this in the config ?

I tried with changing the vest models number in the config of the vest from 02 to 01, but no success.

Problem solved all about the numbers 1 is with camelback 2 is the clear us platecarrier, only KerrysVest has no Hiddenselection i think so.

Thanks for sharing the solution. I was also wondering about this.

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Hi, I'm trying to do my own retextures and i have several ready to go it's my config thats been slowing me down and I don't know if it's the way I structured my config or my config is being converted to a cpp though i type it as config.cpp in the name, in properties it shows up still as .txt and my unit didnt show up in game this is my current config

Upon packing my pbo with addon builder I get a pbo called arma3 and a txt file that says "Creating texture headers file...

Texture headers file was not created - no textures found."

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 {Free AAF Army} {

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 = "AAF Soldier";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "Rifleman_Soldier_F"; //e.g. "Example_Soldier_F"

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"sadf2000.paa"};

};

};

class cfgWeapons {

class Uniform_Base;

class UniformItem;

class Rifleman_Soldier_F : Uniform_Base {

scope = 2;

displayName = "sad2000";

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

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

};

class CfgPatches {

class Free AAF Army {

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 = "sadf2000 carrier";

picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";

model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"sadf2000_vest.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"};

};

};

};

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 Free AAF Army {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_BLUFOR"};

};

};

class cfgWeapons {

class ItemCore;

class HeadgearItem;

class example_HelmetB : ItemCore {

scope = 2;

weaponPoolAvailable = 1;

displayName = "sadf2000 helmet";

picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";

model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"sadf2000_helmet.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"};

};

};

};

http://i.imgur.com/f4b1KN0.png (166 kB)

Edited by yevgeni89

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Hi, I'm trying to do my own retextures and i have several ready to go it's my config thats been slowing me down and I don't know if it's the way I structured my config or my config is being converted to a cpp though i type it as config.cpp in the name, in properties it shows up still as .txt and my unit didnt show up in game this is my current config

Upon packing my pbo with addon builder I get a pbo called arma3 and a txt file that says "Creating texture headers file...

Texture headers file was not created - no textures found."

http://i.imgur.com/f4b1KN0.png (166 kB)

I have tidied up your config, but left the incorrect hiddenSelection texture paths as they were.

Your texture paths should be more like.

hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_co.paa"};

sadf2000 is the folder you should be packing (no need to binarize yet). Create a folder called data inside the sadf2000 folder to house your textures. Your config.cpp belongs in the sadf2000 folder.

Also name your textures correctly.

ArmA: Texture Naming Rules

class CfgPatches
{
class  yevgeni89_Free_AAF_Army
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"};
};
};

class CfgVehicles
{
class B_Soldier_base_F;

class yevgeni89_Soldier_F : B_Soldier_base_F
{
	_generalMacro = "B_Soldier_F"; //unsure what this does
	scope = 2;
	displayName = "AAF Soldier";
	uniformClass = "yevgeni89_Rifleman_Uniform_F"; //e.g. "Example_Soldier_F"
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"sadf2000.paa"};
};
};

class CfgWeapons
{
class Uniform_Base;
class ItemInfo;
class UniformItem;
class Vest_Camo_Base;
class VestItem;
class ItemCore;
class HeadgearItem;

class yevgeni89_Rifleman_Uniform_F : Uniform_Base
{
	scope = 2;
	displayName = "sad2000";
	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 = "yevgeni89_Soldier_F"; //would be same as our made soldier class
		containerClass = "Supply40"; //how much it can carry
		mass = 40; //how much it weights
	};
};

class yevgeni89_PlateCarrier1_rgr : Vest_Camo_Base 
{
	scope = 2;
	displayName = "sadf2000 carrier";
	picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"sadf2000_vest.paa"};

	class ItemInfo : VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
		containerClass = "Supply140";
		mass = 60;
		armor = 20;
		passThrough = 0.5;
		hiddenSelections[] = {"camo"};
	};
};

class yevgeni89_HelmetB : ItemCore 
{
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "sadf2000 helmet";
	picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
	model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"sadf2000_helmet.paa"};

	class ItemInfo : HeadgearItem
	{
		mass = 50;
		uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
		modelSides[] = {3,1};
		armor = 5;
		passThrough = 0.5;
		hiddenSelections[] = {"camo"};
	};
};
};

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Hey thanks for the clear up when I go to pack it says "warning path to source folder contains character space" what does that mean?

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I guess it means you have a space in the source directory path you have set in AddonBuilder.

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Well I got to see my class name in game but my textures didnt load im convinced because I was using idep psd's and that exampel config was for blufor it sent everything out of whack I just thought by changing all blufor things to INDEP i could use the config turns out i was wrong.

Yea basically I need to find the INDEP config for that psd I'm using which is sauls it's only the one so I need to try to find a config or find the InDEP description.

Edited by yevgeni89

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Your indep texture should still show on the blufor uniform model, it will look all wrong but it should show.

Is this unit a plain independent retexture or are you trying to use the independent uniform on the blufor side?

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it's supposed to be a plain independent retexture on the independant side, and no it didnt show up i got basically a torso soldier his helmet was unchanged and his vest was unchanged his torso was missing and it said textures not found

this is the config I changed with the proper path selection

class CfgPatches

{

class yevgeni89_Free_AAF_Army

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_INDEP"};

};

};

class CfgVehicles

{

class B_Soldier_base_F;

class yevgeni89_Soldier_F : B_Soldier_base_F

{

_generalMacro = "B_Soldier_F"; //unsure what this does

scope = 2;

displayName = "AAF Soldier";

uniformClass = "yevgeni89_Rifleman_Uniform_F"; //e.g. "Example_Soldier_F"

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_co.paa"};

};

};

class CfgWeapons

{

class Uniform_Base;

class ItemInfo;

class UniformItem;

class Vest_Camo_Base;

class VestItem;

class ItemCore;

class HeadgearItem;

class yevgeni89_Rifleman_Uniform_F : Uniform_Base

{

scope = 2;

displayName = "sad2000";

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 = "yevgeni89_Soldier_F"; //would be same as our made soldier class

containerClass = "Supply40"; //how much it can carry

mass = 40; //how much it weights

};

};

class yevgeni89_PlateCarrier1_rgr : Vest_Camo_Base

{

scope = 2;

displayName = "sadf2000 carrier";

picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";

model = "\A3\Characters_F\INDEP\equip_b_vest02";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_vest_co.paa"};

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\INDEP\equip_b_vest02";

containerClass = "Supply140";

mass = 60;

armor = 20;

passThrough = 0.5;

hiddenSelections[] = {"camo"};

};

};

class yevgeni89_HelmetB : ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "sadf2000_helmet";

picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";

model = "\A3\Characters_F\INDEP\headgear_b_helmet_ballistic";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_helmet_co.paa"};

class ItemInfo : HeadgearItem

{

mass = 50;

uniformModel = "\A3\Characters_F\INDEP\headgear_b_helmet_ballistic";

modelSides[] = {3,1};

armor = 5;

passThrough = 0.5;

hiddenSelections[] = {"camo"};

};

};

};

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In the CfgVehicles class change B_Soldier_base_F to I_Soldier_base_F. And change INDEP back to BLUFOR in the vest and helmet classes.

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like so ?

class CfgPatches

{

class yevgeni89_Free_AAF_Army

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_INDEP"};

};

};

class CfgVehicles

{

class I_Soldier_base_F;

class yevgeni89_Soldier_F : I_Soldier_base_F

{

_generalMacro = "I_Soldier_F"; //unsure what this does

scope = 2;

displayName = "AAF Soldier";

uniformClass = "yevgeni89_Rifleman_Uniform_F"; //e.g. "Example_Soldier_F"

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_co.paa"};

};

};

class CfgWeapons

{

class Uniform_Base;

class ItemInfo;

class UniformItem;

class Vest_Camo_Base;

class VestItem;

class ItemCore;

class HeadgearItem;

class yevgeni89_Rifleman_Uniform_F : Uniform_Base

{

scope = 2;

displayName = "sad2000";

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 = "yevgeni89_Soldier_F"; //would be same as our made soldier class

containerClass = "Supply40"; //how much it can carry

mass = 40; //how much it weights

};

};

class yevgeni89_PlateCarrier1_rgr : Vest_Camo_Base

{

scope = 2;

displayName = "sadf2000 carrier";

picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";

model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_vest_co.paa"};

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";

containerClass = "Supply140";

mass = 60;

armor = 20;

passThrough = 0.5;

hiddenSelections[] = {"camo"};

};

};

class yevgeni89_HelmetB : ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "sadf2000_helmet";

picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";

model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_helmet_co.paa"};

class ItemInfo : HeadgearItem

{

mass = 50;

uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

modelSides[] = {3,1};

armor = 5;

passThrough = 0.5;

hiddenSelections[] = {"camo"};

};

};

};

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Yes, if your textures still do not load try a procedural texture to test.

//hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_co.paa"};
hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(0.93,0,0.55,1)"};

Use the [noparse]


[/noparse] tags to post your code, its easier to read and does not put space in file paths

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So I see they showed up on the appropriate side and I still don't have a texture for them ,

Is this correct ?

Update okay so everything loaded ran with the PHP but now I have a pink uniform and default AAF helmet and VEST

class CfgPatches

{

class yevgeni89_Free_AAF_Army

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_INDEP"};

};

};

class CfgVehicles

{

class I_Soldier_base_F;

class yevgeni89_Soldier_F : I_Soldier_base_F

{

_generalMacro = "I_Soldier_F"; //unsure what this does

scope = 2;

displayName = "AAF Soldier";

uniformClass = "yevgeni89_Rifleman_Uniform_F"; //e.g. "Example_Soldier_F"

//hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_co.paa"};

hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(0.93,0,0.55,1)"};

};

};

class CfgWeapons

{

class Uniform_Base;

class ItemInfo;

class UniformItem;

class Vest_Camo_Base;

class VestItem;

class ItemCore;

class HeadgearItem;

class yevgeni89_Rifleman_Uniform_F : Uniform_Base

{

scope = 2;

displayName = "sad2000";

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 = "yevgeni89_Soldier_F"; //would be same as our made soldier class

containerClass = "Supply40"; //how much it can carry

mass = 40; //how much it weights

};

};

class yevgeni89_PlateCarrier1_rgr : Vest_Camo_Base

{

scope = 2;

displayName = "sadf2000 carrier";

picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";

model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

//hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_vest_co.paa"};

hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(0.93,0,0.55,1)"};

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";

containerClass = "Supply140";

mass = 60;

armor = 20;

passThrough = 0.5;

hiddenSelections[] = {"camo"};

};

};

class yevgeni89_HelmetB : ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "sadf2000_helmet";

picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";

model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

//hiddenSelectionsTextures[] = {"\sadf2000\data\sadf2000_helmet_co.paa"};

hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(0.93,0,0.55,1)"};

class ItemInfo : HeadgearItem

{

mass = 50;

uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

modelSides[] = {3,1};

armor = 5;

passThrough = 0.5;

hiddenSelections[] = {"camo"};

};

};

};

Edited by yevgeni89

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