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We can't opening the ebo files. That's makes impossible to create good Camofaces.

 

It's Bohemia decision. Sry for that.

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Have you tried using the Arma 3 tools and PBOManager to depbo and repbo the files? I would suggest Eliteness but it seems to screw up the pbo files for Arma 3 somehow.

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On 19/5/2015 at 11:15 PM, Sk3y said:

@Siege-A you can give AI the face with following combination:

[TABLE=width: 1085]

[TR]

[TH]Ground example[/TH]

[TH]BWtarn[/TH]

[TH]BWStripes[/TH]

[TH]Black[/TH]

[TH]Serbian[/TH]

[TH]USStripes[/TH]

[TH]USStains[/TH]

[TH]USFlash[/TH]

[/TR]

[TR]

[TD=bgcolor: inherit]GreekHead_A3_01[/TD]

[TD=bgcolor: inherit]_cfaces_BWTarn[/TD]

[TD=bgcolor: inherit]_cfaces_BWStripes[/TD]

[TD=bgcolor: inherit]_cfaces_Black[/TD]

[TD=bgcolor: inherit]_cfaces_Serbian[/TD]

[TD=bgcolor: inherit]_cfaces_USStripes[/TD]

[TD=bgcolor: inherit]_cfaces_USStains[/TD]

[TD=bgcolor: inherit]_cfaces_USFlash[/TD]

[/TR]

[/TABLE]

AfricanHead_01, AfricanHead_02 and AfricanHead_03 has no Black.

@Corporal_Lib[bR] yes sure. Need more freetime (Job ;) )

@Agamennone yes sry (no bug ;) )

 

Hi Sk3y, I can't understand this.   Can  you be more specific on how to use the above data for the AI character to show a camo face?  What specific line should I type in the unit's init?   Thanks!

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Hey try this

 

Give an AI Camoface:
Put in Unit-Init: 
faceunit = (face this + "_cfaces_Black");
this setVariable ["JgKp_Face", faceunit, true];

Possible: _cfaces_BWTarn, _cfaces_BWStripes, _cfaces_Black, _cfaces_Serbian, _cfaces_USStripes, _cfaces_USStains, _cfaces_USFlash
 

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Thats right. I updated the first Post for all :)

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As the apex stuff has been opened up, has this been updated to include the new faces? :f:

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Hello camo faces team! (sorry for posting in the "Addons & Mods - Compete" subforum)

 

first of all, thanks a lot for your awesome mod, I've been playing a lot with it.

It also gave me inspiration to paint some camo textures on my own - for the Unsung Vietnam mod :-)

 

 

I am using a different approach - but unfortunately, in my approach, when wounded, the face texture switches back to the non-camo one + blood texture overlay

 

Details:

1) i make a camo overlay in photoshop and save it without the underlying "face" texture. => convert to paa => lrrp_camo01.paa

2)  I just refer to the Material rvmat in the config.cpp file

 

Example:
 

my config.cpp just looks like this:

 

        class WhiteHead_01_cfaces_lrrpcamo01 : WhiteHead_01 {
            displayname = "Bayh camo01";
            identityTypes[] = {""};
            material = "\lrrpcamo\heads\lrrpcamo01\m_white_01.rvmat";
            materialWounded1 = "\lrrpcamo\heads\lrrpcamo01\m_white_01_injury.rvmat";
            materialWounded2 = "\lrrpcamo\heads\lrrpcamo01\m_white_01_injury.rvmat";                      
        };

 

 

m_white_01.rvmat:

[...]

class Stage2 {
    texture = "lrrpcamo\Heads\lrrpcamo01\lrrp_camo01.paa";
    uvSource = "tex";
    
    class uvTransform {
        aside[] = {1, 0, 0};
        up[] = {0, 1, 0};
        dir[] = {0, 0, 0};
        pos[] = {0, 0, 0};
    };
};

[...]

 

m_white_01_injury.rvmat

[...]

class Stage3 {
    texture = "lrrpcamo\heads\lrrpcamo01\lrrp_camo01.paa"; => THIS DOES NOT WORK SOMEHOW
    uvSource = "tex";
    
    class uvTransform {
        aside[] = {1, 0, 0};
        up[] = {0, 1, 0};
        dir[] = {0, 0, 0};
        pos[] = {0, 0, 0};
    };
};

[...]

 

Pro: just 1 camo texture for all 30+ faces (= 0.5MB vs 20MB)

Con: BUG: when wounded, the texture switches back to the non-camo face + blood textures.

 

 

=> do you guys have any idea how to resolve this?

 

If you are interested in the details of my implementation I can provide you with my current camo faces mod, no problem.

 

Thanks in advance

Cheers

rpr

 

 

 

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This is a great workaround!

 

Personally, having the camo face vastly outweighs the reversion on death.

 

Nice work!

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suggestion: Fiji warriors faces painted

Young-Fiji-warrior-from-Danford-family-f505643287_db59da1ce3.jpg

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Hello everybody,

 

regarding my earlier post:

 

I was able to fix the issue!

I made a new wound texture for each camo pattern overlay which is the camo pattern overlay + the wound texture on top!

 

For each camo pattern I have now:
lrrp_camoxx.paa

AND

lrrp_camoxx_wound.paa:

 

 

m_white_01.rvmat refers to the camo overlay in Stage2:

 

class Stage2 {
    texture = "lrrpcamo\Heads\lrrpcamo15\lrrp_camo15.paa";
    uvSource = "tex";
    
    class uvTransform {
        aside[] = {1, 0, 0};
        up[] = {0, 1, 0};
        dir[] = {0, 0, 0};
        pos[] = {0, 0, 0};
    };
};

 

m_white_01_injury.rvmat refers to the camo overlay + wound texture

 

class Stage2 {
    texture = "lrrpcamo\Heads\lrrpcamo15\lrrp_camo15_wound.paa";
    uvSource = "tex";
    
    class uvTransform {
        aside[] = {1, 0, 0};
        up[] = {0, 1, 0};
        dir[] = {0, 0, 0};
        pos[] = {0, 0, 0};
    };
};

 

 

@zukov:  coincidentally I made a similar camo pattern already, don't know how to change the facial expression however :-)

untitled-1-53b8477.jpg

 

 

I anybody needs some help regarding camo face painting, I can provide support & example files.

 

Cheers

rpr

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Good job! You should release it!

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My camo faces will be included in the next Unsung Mod release. See also the Unsung WIP thread :-)

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