theevancat 277 Posted January 17, 2014 (edited) Baseball is America's sport, and their hats are pretty awesome. We have baseball caps in Arma 3, so why not have caps for every team out there? Well, with my limited knowledge of Arma's texturing, I'm going to try and see if I can get a whole set of caps out for every team in the MLB. This is partially inspired by pictures of my father tooling around Baghdad with his AK and Red Sox cap, so there's that. And since I'm new, I have a few issues I need to sort through with configs. I also can't get the textures to show in the editor with setobjecttexture, although Googling has led me to believe that it's impossible to do that. Anyways, enjoy. http://steamcommunity.com/sharedfiles/filedetails/?id=220172174 http://steamcommunity.com/sharedfiles/filedetails/?id=219031885 http://steamcommunity.com/sharedfiles/filedetails/?id=219070470 Edited February 2, 2014 by TheEvanCat Share this post Link to post Share on other sites
Remi .A 8 Posted January 18, 2014 (edited) setobjecttexture is for vehicles not character objects. Head over to this tutorial it has everything you need to know to retexture all the character objects in A3. http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2324469&viewfull=1#post2324469 Also tools you need for this are distributed by BI to pack the pbo with BinPBO and the text2view to change PNG files into paa format. Heres a like to the tools if you don't have them. https://community.bistudio.com/wiki/BI_Tools_2.5 Edited January 18, 2014 by mumblz Share this post Link to post Share on other sites
theevancat 277 Posted January 18, 2014 Also tools you need for this are distributed by BI to pack the pbo with BinPBO and the text2view to change PNG files into paa format. Heres a like to the tools if you don't have them. https://community.bistudio.com/wiki/BI_Tools_2.5 Yeah, I have all of those and a bit of experience with them (vehicle retexturing.) I just didn't have anything to post ingame since setobjecttexture doesn't do character objects. Share this post Link to post Share on other sites
Remi .A 8 Posted January 18, 2014 ya you actually have to make a config file like show in that tutorial for headgear and replace the texture with yours, then you can get it out of the virtual ammobox :) Share this post Link to post Share on other sites
theevancat 277 Posted January 19, 2014 ya you actually have to make a config file like show in that tutorial for headgear and replace the texture with yours, then you can get it out of the virtual ammobox :) I've been working on it but I'm not too used to it. I can't figure out what everything really means and what I'm supposed to put since the tutorial doesn't really explain it too well. Share this post Link to post Share on other sites
dissaifer 10 Posted January 19, 2014 (edited) I guess there is an easy way to do this and that is post a config. This is the config for the red baseball cap in game: class H_Cap_red: H_HelmetB { displayname = "Cap (Red)"; hiddenselectionstextures[] = {"\A3\Characters_F\Common\Data\capb_red_co.paa"}; model = "\A3\Characters_F\common\capb"; picture = "\A3\characters_f\Data\UI\icon_H_Cap_red_CA.paa"; class ItemInfo: ItemInfo { allowedslots[] = {801, 901, 701, 605}; armor = "3*0.05"; hiddenselectionstextures[] = {"\A3\Characters_F\Common\Data\capb_red_co.paa"}; mass = 3; modelsides[] = {6}; passthrough = 0.95; uniformmodel = "\A3\Characters_F\common\capb.p3d"; }; }; . I got this from The Six config browser So, let's start at the top, the first is the name of the new item in this case it is "H_Cap_red" this is just basically the name of the new item. It inherits from "H_HelmetB", that is what the colon means. What does inherit mean? Basically there is an object called H_HelmetB which defines what constitutes what is needed to be a helmet/hat as a config - like that a hat or helmet goes on your head has a weight and a bit of armor, but we will get to that. Next part is the displayname, and that is what is says, how it will show up to the player, in this case it will say Cap(Red) - you could change this to say "Angry Fish" and it would take it but look odd to the player. Then there is the hiddenTextures - to be honest I don't know what the difference between this one and the Item info one is, but according to this it is just pointing to the texture so make sure the match. then there is the model and that in your case is the 3D model of the hat. We come to the picture - this is the picture of the item as it will show up in the inventory screen, again what the player sees. And then we have a subclass in the config called ItemInfo, which inherits ItemInfo as you learned before. These are details of how the item works in game, and let's go through those. Allowedslots - I don't know what this means exactly, but educated guess puts it as what slots in the inventory the player can put the item in. I'm guessing but I bet each number represents "the ground", "an ammo box", "your head slot" and "a backpack." armor means exactly what you think it means - how much does this protect you from a bullet - now I don't know if that is actually doing math to calculate it as in 3*0.05 which is 0.15 or if there is something that the engine translates but you should use the same numbers. hiddenselectionstextures[] - like I said before just make it match the first texture, it is an array - you can tell from the brackets, which means it could take multiple textures, but I don't know enough to help with that. mass is the weight of the item (I'm sure my ex physics professor just got a head ache) but for all intensive purposes it is the weight. Now, fun fact is that 3 kg? that is a heavy hat. modelsides - got me... but just copy it. passthrough - likely hood that a bullet will pass through it and hit you in the skull. In this case there is a 95% chance of that. and uniform model - it is the 3D model again with the .p3d - I'm not sure why it needs to be there twice but hey... I didn't make the engine or the configs. Oh - cool you live in Virginia too. P.S. Mumblz - hope that makes enough sense to get you going on that mod you were doing. Edited January 19, 2014 by Dissaifer Share this post Link to post Share on other sites
theevancat 277 Posted January 19, 2014 Alright, that helped a lot. Thanks a bunch. However, I don't think I have this all the way down since BinPBO is giving me errors. class CfgPatches { class TEC_BASEBALL { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Common"}; }; }; class cfgWeapons { class H_HelmetB; class H_cap_redsox; class H_Cap_redsox: H_HelmetB { displayname = "Cap (Red Sox)"; hiddenselectionstextures[] = {"TEC_BASEBALL\Data\capb_redsox_co.paa"}; model = "\A3\Characters_F\common\capb"; picture = "\A3\characters_f\Data\UI\icon_H_Cap_blk_CA.paa"; class ItemInfo: ItemInfo { allowedslots[] = {801, 901, 701, 605}; armor = "3*0.05"; hiddenselectionstextures[] = {"TEC_BASEBALL\Data\capb_redsox_co.paa"}; mass = 3; modelsides[] = {6}; passthrough = 0.95; uniformmodel = "\A3\Characters_F\common\capb.p3d"; }; }; Share this post Link to post Share on other sites
dissaifer 10 Posted January 19, 2014 Is this the full config... if so, you didn't close the cfgWeapons class cfgWeapons { class H_HelmetB; class H_cap_redsox; needs to be class cfgWeapons { class H_HelmetB; class H_cap_redsox; }; <-- missing that somewhere Share this post Link to post Share on other sites
theevancat 277 Posted January 20, 2014 Okay, I closed it but I'm still getting errors when packing. class CfgPatches { class TEC_BASEBALL { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Common"}; }; }; class cfgWeapons { class H_HelmetB; class H_cap_redsox; }; class H_cap_redsox: H_HelmetB { displayname = "Cap (Red Sox)"; hiddenselectionstextures[] = {"TEC_BASEBALL\Data\capb_redsox_co.paa"}; model = "\A3\Characters_F\common\capb"; picture = "\A3\characters_f\Data\UI\icon_H_Cap_blk_CA.paa"; class ItemInfo: ItemInfo { allowedslots[] = {801, 901, 701, 605}; armor = "3*0.05"; hiddenselectionstextures[] = {"TEC_BASEBALL\Data\capb_redsox_co.paa"}; mass = 3; modelsides[] = {6}; passthrough = 0.95; uniformmodel = "\A3\Characters_F\common\capb.p3d"; }; }; Share this post Link to post Share on other sites
surpher 1 Posted January 20, 2014 Move the }; you just added right to the bottom of the config. class CfgPatches { class TEC_BASEBALL { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Common"}; }; }; class cfgWeapons { class H_HelmetB; class H_cap_redsox; class H_cap_redsox: H_HelmetB { displayname = "Cap (Red Sox)"; hiddenselectionstextures[] = {"TEC_BASEBALL\Data\capb_redsox_co.paa"}; model = "\A3\Characters_F\common\capb"; picture = "\A3\characters_f\Data\UI\icon_H_Cap_blk_CA.paa"; class ItemInfo: ItemInfo { allowedslots[] = {801, 901, 701, 605}; armor = "3*0.05"; hiddenselectionstextures[] = {"TEC_BASEBALL\Data\capb_redsox_co.paa"}; mass = 3; modelsides[] = {6}; passthrough = 0.95; uniformmodel = "\A3\Characters_F\common\capb.p3d"; }; }; }; Share this post Link to post Share on other sites
theevancat 277 Posted January 20, 2014 Okay, I'm still getting errors. I've looked at every available tutorial and other than that typo I can't figure out why. Share this post Link to post Share on other sites
dissaifer 10 Posted January 20, 2014 What kind of errors are you getting? Share this post Link to post Share on other sites
theevancat 277 Posted January 20, 2014 BinPBO just says "Error in config C:\users\evan\desktop\tec_baseball\config.cpp" and that's it. Share this post Link to post Share on other sites
surpher 1 Posted January 20, 2014 Try adding a reference to class ItemInfo, And maybe remove this line class H_cap_redsox; class CfgPatches { class TEC_BASEBALL { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Common"}; }; }; class cfgWeapons { class H_HelmetB; class ItemInfo; class H_cap_redsox: H_HelmetB { displayname = "Cap (Red Sox)"; hiddenselectionstextures[] = {"TEC_BASEBALL\Data\capb_redsox_co.paa"}; model = "\A3\Characters_F\common\capb"; picture = "\A3\characters_f\Data\UI\icon_H_Cap_blk_CA.paa"; class ItemInfo: ItemInfo { allowedslots[] = {801, 901, 701, 605}; armor = "3*0.05"; hiddenselectionstextures[] = {"TEC_BASEBALL\Data\capb_redsox_co.paa"}; mass = 3; modelsides[] = {6}; passthrough = 0.95; uniformmodel = "\A3\Characters_F\common\capb.p3d"; }; }; }; Share this post Link to post Share on other sites
theevancat 277 Posted January 20, 2014 Alright, that seemed to do it. Thanks a bunch for your help, guys. http://steamcommunity.com/sharedfiles/filedetails/?id=219031885 I'mma have to clean up the textures and whatnot but at least it's working. Share this post Link to post Share on other sites
theevancat 277 Posted January 21, 2014 http://steamcommunity.com/sharedfiles/filedetails/?id=219070231 And now we can finally have rivalries played out with high explosives and automatic firearms. Share this post Link to post Share on other sites
dissaifer 10 Posted January 21, 2014 Nice, well our payment is a list of hats released!!! Haha, glad it got figured out - thank Surpher on this one. He was the most help. Share this post Link to post Share on other sites
theevancat 277 Posted January 21, 2014 Nice, well our payment is a list of hats released!!! Haha, glad it got figured out - thank Surpher on this one. He was the most help. Yep. All of you guys. I have the Red Sox and Yankees hats (plus the headphone variants) done thus far. I think my buddy wants to see Detroit come next. Share this post Link to post Share on other sites
theevancat 277 Posted January 31, 2014 Update: AL East is finished and I'm about halfway done with AL Central. I also plan to make a few caps with the generic league and MLB logos at the end. Share this post Link to post Share on other sites