Tier1Voodoo 10 Posted July 25, 2014 (edited) G'day mate. So, I've tried to add some helmets in the game. I've got the model from a friend and the p3d has been binarized. I retextured it into 2 versions, AOR1 and AOR2. I named the AOR1 as "helmet.paa" (original name) and the AOR2 as "helmet1.paa". Then, I re-adjust the config. I added lines for 2 helmets in the config. I added hiddenselections etc. When I tested them, both of them came up, but with the same textures (AOR1/"helmet.paa"). I've tried to split them into two pbos but also failed. It looks like the helmet only accepts file named "helmet.paa" within the same folder name (pbo name) as the original no matter what I've done. My goal is having two versions of the helmet, not just one. Help anyone? 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 Operator_Helmet { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; // External class reference class Operator_Helmet : ItemCore { scope = 2; displayName = "Operator Helmet AOR1"; picture = "aor1.paa"; model = "\Opscor helmet\OperatorHelmet.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Opscor helmet\helmet.paa"}; class ItemInfo : HeadgearItem { mass = 40; uniformModel = "\Opscor helmet\OperatorHelmet"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Operator_Helmet_AOR2 : ItemCore { scope = 2; displayName = "Operator Helmet AOR2"; picture = "aor2.paa"; model = "\Opscor helmet\OperatorHelmet.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Opscor helmet\helmet1.paa"}; class ItemInfo : HeadgearItem { mass = 40; uniformModel = "\Opscor helmet\OperatorHelmet"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; }; Edited July 25, 2014 by tier1voodoo Share this post Link to post Share on other sites
PolyG 69 Posted July 25, 2014 It appears fine to me, (though being at work I can't see to well.) What you need to do is make sure the helmet has the Camo selection present, also the texture needs a _CO Base at the end, ie; helmet1_co.paa to let the engine know its a particular texture without a alpha. What is the specific error though? Share this post Link to post Share on other sites
Tier1Voodoo 10 Posted July 26, 2014 Camo selections present? Explain me more mate, I'm a little bit noob down here lol. Bottom line, the error is the helmet won't let me have two versions (camo) of it. As I said above, the helmet will only take the file named "helmet.paa" as the texture (camo). So if I use the config as I attached above, there will be two helmet versions with the same camo. I spent hours yesterday tried to make this work but nothing worked. Is it possible that the helmet has "locked" its file path for the texture in the p3d? If yes, how to "unlock" it? For now, I'll try adding "_co" on the file name. Help me, mate Share this post Link to post Share on other sites
PolyG 69 Posted July 26, 2014 Is the helmet file openable? If it is see if it has a "camo" selection in O2, otherwise it wont be reskinable without the original model. Share this post Link to post Share on other sites
Tier1Voodoo 10 Posted July 26, 2014 I can't open the p3d because it has been binarized Share this post Link to post Share on other sites
alduric 10 Posted July 26, 2014 Im almost sure that one of textures are setup to model by default. Also u cant have space here hiddenSelectionsTextures[] = {"\Opscor<HERE>helmet\helmet.paa"}; Send me source i will take a look if you want. Share this post Link to post Share on other sites
Tier1Voodoo 10 Posted July 26, 2014 Nothing seems to work mate. Btw, what's "weaponpoolavailable" command? Share this post Link to post Share on other sites
theevancat 277 Posted July 27, 2014 I can't open the p3d because it has been binarized If it's a BIS Arma 3 model, it probably has a camo selection. From what I can see, just change the name from helmet.paa to helmet_co.paa and you should be all set. Maybe you should try changing the filename so that there aren't any spaces in the path? Arma is weird. Some things just mysteriously break everything at times. Share this post Link to post Share on other sites
Tier1Voodoo 10 Posted July 28, 2014 No luck, mate. Been there before. Still f-ed up. Thanks for the input anyway Share this post Link to post Share on other sites
warlord554 2065 Posted July 28, 2014 Is it a new model or reskin of the standard a3 helmet? If it's a reskin .then inherit from that helmet, and include your selection path, non of the other info is needed Share this post Link to post Share on other sites
Tier1Voodoo 10 Posted August 1, 2014 New model but it doesn't seem to accept camo (one texture only). Any way to fix this in the o2, mate? Share this post Link to post Share on other sites
x3kj 1247 Posted August 2, 2014 then kindly ask your friend who you aquired the p3d's from to make camo selections and tell you how they are named... Share this post Link to post Share on other sites