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ussmarines

Texture issues on a soldier

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hello,

I have a problem with my texture for my soldier, it does not start properly on my soldier ingame as my template it is good.

I is how to solve the problem, if you can help me?

http://image.noelshack.com/fichiers/2014/42/1413754517-capture.png

http://image.noelshack.com/fichiers/2014/42/1413754548-2014-10-19-00003.jpg

Thank you in advance

cordially

ussmarines

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what do you mean by it doesn't start properly?

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That's the wrong texture for that model.

Your texture is for the Independent soldier model, the model your using there is the BLUFOR model.

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My English is not very good, I wanted to say that my textures do not stick properly on this soldier.

I think Sabre reason, I have to get the model of independent soldier for his work properly, I'll try her.

---------- Post added at 23:27 ---------- Previous post was at 23:08 ----------

Edit :

Okay, I have take this model :

model = "\A3\Characters_F_Beta\INDEP\ia_soldier_02.p3d";

But its still not working, I still have my textures are not properly positioned on my soldier.

My Code :

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 Chasseur_Alpin {

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 = "Chasseur_Alpin_Uniform";

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

uniformClass = "Example_CombatUniform_mcam"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"USS_Units_Force_FR\Data\INDE_clothing_template_neige.paa"};

linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

};

};

class cfgWeapons {

class Uniform_Base;

class UniformItem;

class Example_CombatUniform_mcam : Uniform_Base {

scope = 2;

displayName = "Chasseur_Alpin_Uniform";

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

model = "\A3\Characters_F_Beta\INDEP\ia_soldier_02.p3d";

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

};

};

class ItemCore;

class HeadgearItem;

class Casque_Neige : ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "Chasseur_Alpin_Casque";

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

model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"USS_Units_Force_FR\Data\INDE_helmet_template_neige.paa"};

class ItemInfo : HeadgearItem

{

mass = 100;

uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";

modelSides[] = {3, 1};

armor = 3*0.5;

passThrough = 0.8;

hiddenSelections[] = {"camo"};

};

};

class Vest_Camo_Base;

class VestItem;

class Vest_Neige : Vest_Camo_Base

{

scope = 2;

displayName = "Chasseur_Alpin_Vest";

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

model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"USS_Units_Force_FR\Data\INDE_Equip_template_neige.paa"};

class ItemInfo : VestItem

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";

containerClass = "Supply100";

mass = 50;

armor = 5*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

};

};

};

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