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Amit

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

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First of all i would like to thank you for taking your time to help me. I honestly appreciate it a lot :)

Now it still says failed to load texture and when you spawn in game the soldiers lower body is invisible :/

New Code:

class CfgPatches

{

class Want_To_Be_Mod_File

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F_BLUFOR"};

};

};

class CfgVehicles

{

class B_Soldier_base_F;

class INDE_Combat_Soldier : B_Soldier_base_F

{

_generalMacro = "B_Soldier_F";

scope = 2;

displayName = "Uniform Test Soldier";

uniformClass = "INDE_Combat_Fatiges";

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"\INDE_Combat_Fatiges_Inde_Combat_co.paa"}; // Name your textures correctly & use extension (.paa).

linkedItems[] = {"INDE_Vest", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

respawnLinkedItems[] = {"INDE_VEST", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

};

};

class CfgWeapons

{

class Uniform_Base;

class UniformItem;

class ItemInfo;

class INDE_Combat_Fatiges : Uniform_Base

{

scope = 2;

displayName = "INDE_Combat";

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

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; // Change it back to what it was.

class ItemInfo : UniformItem

{

uniformModel = "-";

uniformClass = "INDE_Combat_Fatiges";

containerClass = "Supply20";

mass = 80;

};

};

class ItemCore;

class HeadgearItem;

class Pilot_helmet : ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "Example helmet";

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

model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; // Change it back to what it was.

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\Want_to_be_mod_file\data\Pilot_helmet_co.paa"}; // Name your textures correctly & use extension (.paa).

class ItemInfo : HeadgearItem

{

mass = 100;

uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; // Change it back to what it was.

modelSides[] = {3, 1};

armor = 3*0.5;

passThrough = 0.8;

hiddenSelections[] = {"camo"};

};

};

class Vest_Camo_Base;

class VestItem;

class INDE_Vest : Vest_Camo_Base

{

scope = 2;

displayName = "Example Platecarrier";

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

model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; // Change it back to what it was.

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\Want_to_be_mod_file\data\INDE_Vest_co.paa"}; // Name your textures correctly & use extension (.paa).

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; // Change it back to what it was.

containerClass = "Supply100";

mass = 50;

armor = 5*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

};

};

};

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In your uniform class uniformClass = "INDE_Combat_Fatiges"; should be uniformClass = "INDE_Combat_Soldier"; Each uniform class you create needs a unit that is wearing that uniform, so that the uniform class knows what model and textures to use.

class INDE_Combat_Fatiges : Uniform_Base
{
scope = 2;
displayName = "INDE_Combat";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_co.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
class ItemInfo : UniformItem
{
	uniformModel = "-";
	uniformClass = "INDE_Combat_Soldier";
	containerClass = "Supply20";
	mass = 80;
};
};

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All the Items I retextured are still invisible, and I still have the same error. I changed only what you said to the code

New Code:

class CfgPatches

{

class Want_To_Be_Mod_File

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F_BLUFOR"};

};

};

class CfgVehicles

{

class B_Soldier_base_F;

class INDE_Combat_Soldier : B_Soldier_base_F

{

_generalMacro = "B_Soldier_F";

scope = 2;

displayName = "Uniform Test Soldier";

uniformClass = "INDE_Combat_Fatiges";

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"\INDE_Combat_Fatiges_Inde_Combat_co.paa"}; // Name your textures correctly & use extension (.paa).

linkedItems[] = {"INDE_Vest", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

respawnLinkedItems[] = {"INDE_VEST", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

};

};

class CfgWeapons

{

class Uniform_Base;

class UniformItem;

class ItemInfo;

class INDE_Combat_Fatiges : Uniform_Base

{

scope = 2;

displayName = "INDE_Combat";

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

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; // Change it back to what it was.

class ItemInfo : UniformItem

{

uniformModel = "-";

uniformClass = "INDE_Combat_Soldier";

containerClass = "Supply20";

mass = 80;

};

};

class ItemCore;

class HeadgearItem;

class Pilot_helmet : ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "Example helmet";

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

model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; // Change it back to what it was.

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\Want_to_be_mod_file\data\Pilot_helmet_co.paa"}; // Name your textures correctly & use extension (.paa).

class ItemInfo : HeadgearItem

{

mass = 100;

uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; // Change it back to what it was.

modelSides[] = {3, 1};

armor = 3*0.5;

passThrough = 0.8;

hiddenSelections[] = {"camo"};

};

};

class Vest_Camo_Base;

class VestItem;

class INDE_Vest : Vest_Camo_Base

{

scope = 2;

displayName = "Example Platecarrier";

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

model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; // Change it back to what it was.

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\Want_to_be_mod_file\data\INDE_Vest_co.paa"}; // Name your textures correctly & use extension (.paa).

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; // Change it back to what it was.

containerClass = "Supply100";

mass = 50;

armor = 5*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

};

};

};

---------- Post added at 20:34 ---------- Previous post was at 20:11 ----------

All the Items I retextured are still invisible, and I still have the same error. I changed only what you said to the code

New Code:

class CfgPatches

{

class Want_To_Be_Mod_File

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F_BLUFOR"};

};

};

class CfgVehicles

{

class B_Soldier_base_F;

class INDE_Combat_Soldier : B_Soldier_base_F

{

_generalMacro = "B_Soldier_F";

scope = 2;

displayName = "Uniform Test Soldier";

uniformClass = "INDE_Combat_Fatiges";

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"\INDE_Combat_Fatiges_Inde_Combat_co.paa"}; // Name your textures correctly & use extension (.paa).

linkedItems[] = {"INDE_Vest", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

respawnLinkedItems[] = {"INDE_VEST", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

};

};

class CfgWeapons

{

class Uniform_Base;

class UniformItem;

class ItemInfo;

class INDE_Combat_Fatiges : Uniform_Base

{

scope = 2;

displayName = "INDE_Combat";

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

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; // Change it back to what it was.

class ItemInfo : UniformItem

{

uniformModel = "-";

uniformClass = "INDE_Combat_Soldier";

containerClass = "Supply20";

mass = 80;

};

};

class ItemCore;

class HeadgearItem;

class Pilot_helmet : ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "Example helmet";

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

model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; // Change it back to what it was.

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\Want_to_be_mod_file\data\Pilot_helmet_co.paa"}; // Name your textures correctly & use extension (.paa).

class ItemInfo : HeadgearItem

{

mass = 100;

uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; // Change it back to what it was.

modelSides[] = {3, 1};

armor = 3*0.5;

passThrough = 0.8;

hiddenSelections[] = {"camo"};

};

};

class Vest_Camo_Base;

class VestItem;

class INDE_Vest : Vest_Camo_Base

{

scope = 2;

displayName = "Example Platecarrier";

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

model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; // Change it back to what it was.

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\Want_to_be_mod_file\data\INDE_Vest_co.paa"}; // Name your textures correctly & use extension (.paa).

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; // Change it back to what it was.

containerClass = "Supply100";

mass = 50;

armor = 5*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

};

};

};

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Thanks to you we have gotten very far with the custom uniforms and such! We really appreciate your help and again thank you for everything. Atm we have gotten the uniform ingame but we are having trouble with helmets not showing up

Current Code:

class CfgPatches

{

class Want_To_Be_Mod_File

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F_BLUFOR"};

};

};

class CfgVehicles

{

class B_Soldier_base_F;

class INDE_Combat_Soldier : B_Soldier_base_F

{

_generalMacro = "B_Soldier_F";

scope = 2;

displayName = "Uniform Test Soldier";

uniformClass = "INDE_Combat_Fatiges";

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"\MyAddon\data\My_camo.paa"}; // Name your textures correctly & use extension (.paa).

linkedItems[] = {"INDE_Vest", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

respawnLinkedItems[] = {"INDE_VEST", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

};

};

class CfgWeapons

{

class Uniform_Base;

class UniformItem;

class ItemInfo;

class INDE_Combat_Fatiges : Uniform_Base

{

scope = 2;

displayName = "INDE_Combat";

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

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; // Change it back to what it was.

class ItemInfo : UniformItem

{

uniformModel = "-";

uniformClass = "INDE_Combat_Soldier";

containerClass = "Supply20";

mass = 80;

};

};

class ItemCore;

class HeadgearItem;

class Hat : ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "Hat";

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

model = "\A3\Characters_F\Common\data\headgear_beret01_co.paa"; // Change it back to what it was.

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\MyAddon\data\Hat.paa"}; // Name your textures correctly & use extension (.paa).

class ItemInfo : HeadgearItem

{

mass = 100;

uniformModel = "\A3\Characters_F\Common\data\headgear_beret01_co.paa"; // Change it back to what it was.

modelSides[] = {3, 1};

armor = 3*0.5;

passThrough = 0.8;

hiddenSelections[] = {"camo"};

};

};

class Vest_Camo_Base;

class VestItem;

class INDE_Vest : Vest_Camo_Base

{

scope = 2;

displayName = "Example Platecarrier";

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

model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; // Change it back to what it was.

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"\MyAddon\data\Inde_vest.paa"}; // Name your textures correctly & use extension (.paa).

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; // Change it back to what it was.

containerClass = "Supply100";

mass = 50;

armor = 5*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

};

};

};

Edited by deadlyfudger

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In your Hat class you have model and uniformModel paths pointing to textures. If your using the beret model the paths should be "\A3\Characters_F\Common\headgear_beret01"

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I rhink ir is a great turorial, but it is really confusing for me. Might be me, bur i still can't find how to make a slick looking camo you made.

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I'm having a problem with EliteNess and dePBO, there's nothing showing up in the addons folder in C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\Addons. Has anybody got a solution to what's going on here?

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I attempted to make my own texture, a police SUV in fact. I did it in GIMP as I found it more suitable for this than photoshop. In the end this is what I acheived: (Cant post links)

So I put this texture in my mission file and it is called "police_suv.paa" I test it out and in the 'init' field of the SUV I put the following code;

_null = this spawn {sleep 0.1; _this setObjectTexture [0, "police_suv.paa"];};

It looked like it would work at first but when I stood away from it, it had a rainbow coloured sheen and the texture wasn't showing. As I got closer the sheen would disintegrate (but only for the closest part of the vehicle) and then a sort of plain texture would show, a beige colour. As I got closer to it, as in it was in my face, I could see the texture, but very faintly and only that specific part. As I moved around the vehicle I could see that specific part and as I moved around the texture that I just looked at, unloaded to the beige coloured car with a rainbow sheen, and that would continue all the way around. I used GIMP to edit the picture and I pasted 1 external picture on to the thing (a police badge).

Can anyone explain my error and maybe even rectify it? Thanks for reading this anyway, and thanks for the guide. I would've made a new thread but I didn't have permission. (Brand new account, created just to ask this question.)

Tomorrow I will have a youtube video up further showing the problem.

Edited by drakansteal
added the vid

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Thanks very much for this.. it makes it seem plausible even for a total amateur like me aha.

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As many of you may be aware, most of the mod tools required for this basic editing have been included in the latest version of the Arma 3 Tools on Steam. As a result, this guide will need a bit of an overhaul to bring it up to Arma 3's standards (this is the Arma 3 section after all). I will soonbegin working on adapting the current guide to fit the context of the new Arma 3 Tools. It will become the primary version of the guide and the first post will be updated to reflect that. The outdated guide will be still available within a spoiler below the updated guide.

I will make another post on this thread when the updated guide is ready for viewing on the first post and on the Steam guides.

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As many of you may be aware, most of the mod tools required for this basic editing have been included in the latest version of the Arma 3 Tools on Steam. As a result, this guide will need a bit of an overhaul to bring it up to Arma 3's standards (this is the Arma 3 section after all). I will soonbegin working on adapting the current guide to fit the context of the new Arma 3 Tools. It will become the primary version of the guide and the first post will be updated to reflect that. The outdated guide will be still available within a spoiler below the updated guide.

I will make another post on this thread when the updated guide is ready for viewing on the first post and on the Steam guides.

THANKS THANKS THANKS!!! I have been following your guide here for a few days.... splicing info from around the internet to make it work. Had to use the workaround surpher mentioned etc...

This is an awesome step board for complete beginners like myself. I know you are doing this in your own time so thank you very much for the efforts!

I am however stuck trying to trying to open TGA files in TexView2. I can not even open the original converted tga file from the PAA... Is there some setting I would have to activate on TexView2? I could not find an options section.

EDIT*

Murphys law... within 2 minutes of relooking at a problem I have been struggling with all night I realise that you can't just save as <whatever>.tga

You have to select TARGA from the drop down menu when you use SAVE AS. Then a option for 8, 16 and 32 bit shows. After this it opens in TV2 easy. Thanks again dude!!

EDIT*

Thanks for any help.

You and the rest of the guys here rock dude. Keep it ups!

Edited by CastorWillis

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Surpher deserves much praise for his commitment to helping others solve their issues!

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True that. You too bud.

Also Amit, how far away do you think the new tutorial will be? Is it worth continuing down this particular workflow? Or has the new ARMA 3 Toolset changed everything that much?

Any advice would be great. I just fear that I may be teaching myself a whole workflow that becomes redundant in a few weeks.

Thanks again mate. :D

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Everything is mostly the same, so you don't need to worry. It is entirely possible to just use the Arma 3 Tools using these same instructions except some of the tools will differ slightly. For example, after you delete the Arma 2 tools, everything including the P drive will be removed. The cool thing is that you still don't need a P drive to use addons, so I won't be including that part in it. To be clear, it is still an option, but pretty useless if you know how to bookmark folders for Windows Explorer. You'll want to reinstall TexView 2 as I find it much quicker and easier to use than the Image To PAA tool from the Arma 3 Tools. And Addon Builder is run straight from Arma 3 Tools so you no longer need BinPBO. Really, there should be very little that changes, but I want to make sure it's easy for newcomers to use the guide in conjunction with the Arma 3 Tools.

I will begin rewriting on Saturday, so it should be up by mid next week if everything goes as planned.

Edited by Amit

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Apologies. Some stuff came up preventing me from completing the revamped guide. Expect it up within the next 2 days.

EDIT: I apologize for the massive delay in getting the new guide up. Some things happened that prevented me from finishing it on time and now that I am completing it, I realize there are still extra things I need to test in the mod tools (they change on a weekly basis) that will ultimately make some parts of the guide easier to follow.

Edited by Amit

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Ok Was able to read between the lines and get most Textures to work.

However I'm trying to change the Textures on the Kiosk's and it appears that I cant.

I Spawned a Kiosk and attempted many different way to Apply the textures but i cant get it to work.

I can add the same texture to other items in game such as billboards and cars. But not to buildings and house's?

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if there is no hidden selections defined, you won't be able to.

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^ Correct. It is a shame that hidden selections are not available on all objects in the game. There are other ways to get custom textures on the models, but I'm not entirely sure how it works or if those method is even available to modders.

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Thanks for the reply guys,

I guess this means I will start looking at adding custom models instead. That was the intention anyway but just getting a feel for how things work.

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Hey Guys I'm just starting to get into modding.

I wanted to create a retexture of the U_O_OfficerUniform_ocamo.

I've used different Guides to create a config.

The Uniform works ingame, but if I drop It on the ground, I don't get an option to pick it up again.

What's wrong with it?

class CfgPatches {

class CW_Marine_Bluejacket {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.100000;
	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};



class CfgVehicles {
/*extern*/ class O_officer_F;

//---------------------------------------------------------------------------SOLDIERS-------------------------------------------------------------------------------------------//

//Bluejacket Soldier (no tag)
class bluejacket_unit: O_officer_F {
	_generalMacro = "B_Soldier_F";
	scope = 2;
	displayName = "Bluejacket Unit";
	nakedUniform = "U_BasicBody";
	uniformClass = "bluejacket_uniform";
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\cw_bluejacket\data\textures\jackets\marine.paa"};
	linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
	respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
};
};

class CfgWeapons {
/*extern*/ class Uniform_Base;
/*extern*/ class UniformItem;

//Bluejacket
class bluejacket_uniform: Uniform_Base {
	scope = 2;
	displayName = "[AWC] Marine Blaujacke";
	picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_f";

	class ItemInfo: UniformItem {
		uniformModel = "-";
		uniformClass = "bluejacket_unit";
		containerClass = "Supply50";
		mass = 80;
	};
};

};

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Okay lemme give you a head breaker (For me atleast) here. as of the 1.32 udate the kerry backpack is retextureble so what i wanted to do with it was making it nicly black with my name on it and my country flag. only problem is that I'm stuck on the .cpp file.

code:

class CfgPatches {
class KBBW_CUS_TEXT {
    units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;		
	requiredAddons[] = {"A3_Characters_F_BLUFOR","A3_Weapons_F"};
};
};

class CfgWeapons {
   class Vest_NoCamo_Base;
class VestItem;
   class KB_V_PlateCarrier1_rgr : Vest_NoCamo_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[] = {"\KBBWTEXT\Data\vests_kbbw_co.paa"};

	class ItemInfo : VestItem {
		uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry";
		containerClass = "Supply400";
		mass = 50;
		armor = 100;
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
};
};
class CfgVehicle {
class Bag_Base;
class BagItem;
class KB_BackPack_BLK : Bag_Base {
	scope = 2;
	isBackPack = 1;
	vehicleClass = "Backpacks";
	_generalMacro = "KB_Backpack_kbbw";
	displayName = "Assaultpack (KBBW)";
	picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Compact_blk_ca.paa";
	model = "\A3\Characters_F_EPA\BLUFOR\backpack_kerry.p3d";
	hiddenSelections[] = {"Camo1","Camo2"};
	hiddenSelectionsTextures[] = {"\KBBWTEXT\Data\KB_backpack_compact_blk_co.paa","\KBBWTEXT\Data\vests_kbbw_co.paa"};

	class ItemInfo : BagItem {
		uniformModel = "\A3\Characters_F_EPA\BLUFOR\backpack_kerry.p3d";
		maximumLoad = 280;
		mass = 20;
		hiddenSelections[] = {"camo1", "camo2"};
	};	
};
};

its packing properly and everything and the Vest even shows up in the aresenal... kind of..... vest does't load the texture (something wrong on my part or just the vest can't be textured?)

and the backpack....... thats not even showing up to begin with :(

anyne has a clue?

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Okay lemme give you a head breaker (For me atleast) here. as of the 1.32 udate the kerry backpack is retextureble so what i wanted to do with it was making it nicly black with my name on it and my country flag. only problem is that I'm stuck on the .cpp file.

code:

class CfgPatches {
class KBBW_CUS_TEXT {
    units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;		
	requiredAddons[] = {"A3_Characters_F_BLUFOR","A3_Weapons_F"};
};
};

class CfgWeapons {
   class Vest_NoCamo_Base;
class VestItem;
   class KB_V_PlateCarrier1_rgr : Vest_NoCamo_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[] = {"\KBBWTEXT\Data\vests_kbbw_co.paa"};

	class ItemInfo : VestItem {
		uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry";
		containerClass = "Supply400";
		mass = 50;
		armor = 100;
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
};
};
class CfgVehicle {
class Bag_Base;
class BagItem;
class KB_BackPack_BLK : Bag_Base {
	scope = 2;
	isBackPack = 1;
	vehicleClass = "Backpacks";
	_generalMacro = "KB_Backpack_kbbw";
	displayName = "Assaultpack (KBBW)";
	picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Compact_blk_ca.paa";
	model = "\A3\Characters_F_EPA\BLUFOR\backpack_kerry.p3d";
	hiddenSelections[] = {"Camo1","Camo2"};
	hiddenSelectionsTextures[] = {"\KBBWTEXT\Data\KB_backpack_compact_blk_co.paa","\KBBWTEXT\Data\vests_kbbw_co.paa"};

	class ItemInfo : BagItem {
		uniformModel = "\A3\Characters_F_EPA\BLUFOR\backpack_kerry.p3d";
		maximumLoad = 280;
		mass = 20;
		hiddenSelections[] = {"camo1", "camo2"};
	};	
};
};

its packing properly and everything and the Vest even shows up in the aresenal... kind of..... vest does't load the texture (something wrong on my part or just the vest can't be textured?)

and the backpack....... thats not even showing up to begin with :(

anyne has a clue?

Did you tried to use Vest_Camo_Base instead of Vest_NoCamo_Base yet?

This is how backpacks worked for me:

/*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"};
};

Chief

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