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captainclaw

Re-Texturing Help

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Ok

I have looked in every tutorial and watched every video and I still can't get any of the custom textures my clan want to use in the game. I'm failing somewhere.

So I wanted to ask if one of the fine people here could try and see if they could recreate our skin and get it to work.

I know working on someone else's skins isn't great but we would be very grateful as it is driving the only 2 designers we have around the bend

Thanks

CC

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Well....what have you tried so far?

Abs

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So far I've tried all the methods in the tutorials on this page Link. So i'm definitely doing something wrong haha. I even tried overwriting the existing skin with mine to check if it would work that way but no luck.

I don't think I'm cut out for this kind of editing of Arma :). And since I don't think there is an easier way We'll probably move on to our other projects, which is a shame because we would have loved to use units with our own design and logo.

If all else fails we'll just have to recruit someone who knows how to do it in the future :)

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Update--

Made some progress over night. Managed to get the Item to show in game but the texture isn't showing. Something wrong with the PAA or the CFG.

Here is my config.ccp just in case anyone can see where I've made the mistake before I do

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 = "REF_Operative";

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

uniformClass = "REF_Uniform"; //the uniform item

hiddenSelections[] = {"Camo"};

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

};

};

class cfgWeapons {

class Uniform_Base;

class UniformItem;

class Example_CombatUniform_mcam : Uniform_Base {

scope = 2;

displayName = "REF 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

};

};

};

Thanks Again

CC

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You may have solved this already, your units uniformClass should be Example_CombatUniform_mcam not REF_Uniform.

class Example_Soldier_F : B_Soldier_base_F {
	_generalMacro = "B_Soldier_F"; //unsure what this does
	scope = 2;
	displayName = "REF_Operative";
	nakedUniform = "U_BasicBody"; //class for "naked" body
	uniformClass = "Example_CombatUniform_mcam"; //the uniform item
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"REF_co.paa"};
};

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