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goldenfiver

Reskin the TRG rifle

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Hi guys,

I am trying to reskin the TRG rifle. I got all the textures I want, and I got the model to read those aswell.

I am having a problem with the config.cpp:

#define _ARMA_

ndefs=14
enum {
OrdinalEnum = 2,
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 DefaultEventhandlers;
class CfgPatches
{
class tar21_cammo
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
	version = 0.1;
};
};

class cfgWeapons
{
class arifle_TRG20_F;
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			slot = "CowsSlot";
			item = "optic_SOS";
		};
	};
};
class arifle_TRG_Navyblue_F: arifle_TRG20_F
{
	model = "\tar21cammo\model\tar21navyblue.p3d";

	};
};	
};

class CfgVehicles
{
class NATO_Box_Base;
class tar21cammo_box;
{
	scope = 2;
	vehicleClass = "Ammo";
	displayName = "Tar21 Cammo Box";
	model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F";
	icon = "iconCrateWpns";

	class TransportWeapons
	{
		class _xx_arifle_tar21_navyblue
		{
			weapon = "arifle_tar21_navyblue";
			count = 10;

		};
	};
};
};

Any idea what's wrong here?

Edited by goldenfiver

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Hi guys,

I am trying to reskin the TRG rifle. I got all the textures I want, and I got the model to read those aswell.

I am having a problem with the config.cpp:

#define _ARMA_

ndefs=14
enum {
OrdinalEnum = 2,
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 DefaultEventhandlers;
class CfgPatches
{
class tar21_cammo
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
	version = 0.1;
};
};

class cfgWeapons
{
class arifle_TRG20_F;
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			slot = "CowsSlot";
			item = "optic_SOS";
		};
	};
};
class arifle_TRG_Navyblue_F: arifle_TRG20_F
{
	model = "\tar21cammo\model\tar21navyblue.p3d";

	};
};	
};

class CfgVehicles
{
class NATO_Box_Base;
class tar21cammo_box;
{
	scope = 2;
	vehicleClass = "Ammo";
	displayName = "Tar21 Cammo Box";
	model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F";
	icon = "iconCrateWpns";

	class TransportWeapons
	{
		class _xx_arifle_tar21_navyblue
		{
			weapon = "arifle_tar21_navyblue";
			count = 10;

		};
	};
};
};

Any idea what's wrong here?

Do weapons not have hiddenSelections?

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Do weapons not have hiddenSelections?

I have no idea tbh, trying to make it like the game's config

@wolfstriked I wish I could show the cammo, but I need it to work in-game for that :\

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Okay.

So, your issue is that textures are assigned to the models in the .p3d not the config.

Which can't be accessed or changed with Oxygen as it's Binarised.

There are ways to get around this by hex editing the files but i believe it's frowned upon by BI.

I don't believe weapons have hiddenselections set either.

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Okay.

So, your issue is that textures are assigned to the models in the .p3d not the config.

Which can't be accessed or changed with Oxygen as it's Binarised.

There are ways to get around this by hex editing the files but i believe it's frowned upon by BI.

I don't believe weapons have hiddenselections set either.

Had no idea that's the case. Will drop it then / try with hiddenselections (heard some weapons got those )

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I don't believe weapons have hiddenselections set either.

The MK20 rifle (F2000) has hiddenselections activated - the plain tan and green digicamo version of the rifle use the same model but apply different textures via the config.

The word "Camo" is referenced in the raw hex data of the TRG rifles, which suggests that it might have an unused capacity for using hiddenselections: By convention the model's named selections that are configured for hiddenselections by BIS are usually assigned the name "Camo" or "camo1/camo2/camo3" etc. (depending on the model and how many hiddenselections are needed to reskin the whole vehicle)

It could therefore be possible to activate hiddenselection on that "Camo" selection in your own TRG subclass.

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Hex editing is definitely a touchy subject and should be avoided. However if you're keen as mustard to do this retexture and hiddenselections don't work for this model then id recommend contacting DnA from BI and request permission. For anyone that's seen my pmc mod they'll know I did this with the MX. I found BI to be very supportive if you are open and honest about it.

It is a case by case thing though so no guarantees, and given they're prepping for launch he may not get back to you straight away.

If you do get permission you need to put the model in its own pbo and untick the binarize option. Trying to binarize an already binarized model stuffs it up.

Edited by pomigit

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Thanks, I will try asking BI. In the meantime I'l just keep the textures.

Edited by goldenfiver

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