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yugoslav

multiple texture selections for one asset

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I'm trying to put multiple texture selections on a vest but they all keep coming up with the same texture.

class CfgPatches 
{
   class UO_AK_VEST
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F_BLUFOR"};
   };
};

class cfgWeapons 
{
   class Vest_Camo_Base;
   class VestItem; 

   class UO_AK_VEST: Vest_Camo_Base
   {
               scope = 2;
               displayName = "AK Chest Rig Lizard";
               picture = "";
               author = "Yugoslav";   
               model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
               hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_co.paa"};
               hiddenSelections[] = {"camo"};

               class ItemInfo: VestItem
               {
                       uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
                       containerClass = "Supply60";
                       mass = 25;
                       armor = "5";
                       passThrough = true;
                       hiddenSelections[] = {"camo"};

              };
  };     

class UO_AK_VEST_Black: Vest_Camo_Base
   {
               scope = 2;
               displayName = "AK Chest Rig Black";
               picture = "";
               author = "Yugoslav";   
               model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
               hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_black_co.paa"};
               hiddenSelections[] = {"camo"};

               class ItemInfo: VestItem
               {
                       uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
                       containerClass = "Supply60";
                       mass = 25;
                       armor = "5";
                       passThrough = true;
                       hiddenSelections[] = {"camo"};

              };
  }; 

class UO_AK_VEST_EDRL: Vest_Camo_Base
   {
               scope = 2;
               displayName = "AK Chest Rig EDRL";
               picture = "";
               author = "Yugoslav";   
               model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
               hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_erdl_co.paa"};
               hiddenSelections[] = {"camo"};

               class ItemInfo: VestItem
               {
                       uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
                       containerClass = "Supply60";
                       mass = 25;
                       armor = "5";
                       passThrough = true;
                       hiddenSelections[] = {"camo"};

              };
  };    

class UO_AK_VEST_LOlive: Vest_Camo_Base
   {
               scope = 2;
               displayName = "AK Chest Rig Light Olive";
               picture = "";
               author = "Yugoslav";   
               model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
               hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_lightolive_co.paa"};
               hiddenSelections[] = {"camo"};

               class ItemInfo: VestItem
               {
                       uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
                       containerClass = "Supply60";
                       mass = 25;
                       armor = "5";
                       passThrough = true;
                       hiddenSelections[] = {"camo"};

              };
  }; 

class UO_AK_VEST_Olive: Vest_Camo_Base
   {
               scope = 2;
               displayName = "AK Chest Rig Olive";
               picture = "";
               author = "Yugoslav";   
               model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
               hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_olive_co.paa"};
               hiddenSelections[] = {"camo"};

               class ItemInfo: VestItem
               {
                       uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
                       containerClass = "Supply60";
                       mass = 25;
                       armor = "5";
                       passThrough = true;
                       hiddenSelections[] = {"camo"};

              };
  };  

class UO_AK_VEST_Tan: Vest_Camo_Base
   {
               scope = 2;
               displayName = "AK Chest Rig Tan";
               picture = "";
               author = "Yugoslav";   
               model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
               hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_tan_co.paa"};
               hiddenSelections[] = {"camo"};

               class ItemInfo: VestItem
               {
                       uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d";
                       containerClass = "Supply60";
                       mass = 25;
                       armor = "5";
                       passThrough = true;
                       hiddenSelections[] = {"camo"};

              };
  };                                                                                                                                                                   
};  

class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class OFP2_ManSkeleton
{
	isDiscrete = 0;
	skeletonInherit = "";
	skeletonBones[] =
	{
		"Pelvis","",
		"Spine","Pelvis",
		"Spine1","Spine",
		"Spine2","Spine1",
		"Spine3","Spine2",
		"Camera","Pelvis",
		"weapon","Spine1",
		"launcher","Spine1",
	//Head skeleton in hierarchy
		"neck","Spine3",
		"neck1","neck",
		"head","neck1",
	//New facial features
		"Face_Hub","head",
			"Face_Jawbone","Face_Hub",
				"Face_Jowl","Face_Jawbone",
				"Face_chopRight","Face_Jawbone",
				"Face_chopLeft","Face_Jawbone",
				"Face_LipLowerMiddle","Face_Jawbone",
				"Face_LipLowerLeft","Face_Jawbone",
				"Face_LipLowerRight","Face_Jawbone",
				"Face_Chin","Face_Jawbone",
				"Face_Tongue","Face_Jawbone",
			"Face_CornerRight","Face_Hub",
				"Face_CheekSideRight","Face_CornerRight",
			"Face_CornerLeft","Face_Hub",
				"Face_CheekSideLeft","Face_CornerLeft",
			"Face_CheekFrontRight","Face_Hub",
			"Face_CheekFrontLeft","Face_Hub",
			"Face_CheekUpperRight","Face_Hub",
			"Face_CheekUpperLeft","Face_Hub",
			"Face_LipUpperMiddle","Face_Hub",
			"Face_LipUpperRight","Face_Hub",
			"Face_LipUpperLeft","Face_Hub",
			"Face_NostrilRight","Face_Hub",
			"Face_NostrilLeft","Face_Hub",
			"Face_Forehead","Face_Hub",
				"Face_BrowFrontRight","Face_Forehead",
				"Face_BrowFrontLeft","Face_Forehead",
				"Face_BrowMiddle","Face_Forehead",
				"Face_BrowSideRight","Face_Forehead",
				"Face_BrowSideLeft","Face_Forehead",
			"Face_Eyelids","Face_Hub",
			"Face_EyelidUpperRight","Face_Hub",
			"Face_EyelidUpperLeft","Face_Hub",
			"Face_EyelidLowerRight","Face_Hub",
			"Face_EyelidLowerLeft","Face_Hub",
			"EyeLeft","Face_Hub",
			"EyeRight","Face_Hub",			
	//Left upper side
		"LeftShoulder","Spine3",
		"LeftArm","LeftShoulder",
		"LeftArmRoll","LeftArm",
		"LeftForeArm","LeftArmRoll",
		"LeftForeArmRoll","LeftForeArm",
		"LeftHand","LeftForeArmRoll",
		"LeftHandRing","LeftHand",
		"LeftHandRing1","LeftHandRing",
		"LeftHandRing2","LeftHandRing1",
		"LeftHandRing3","LeftHandRing2",
		"LeftHandPinky1","LeftHandRing",
		"LeftHandPinky2","LeftHandPinky1",
		"LeftHandPinky3","LeftHandPinky2",
		"LeftHandMiddle1","LeftHand",
		"LeftHandMiddle2","LeftHandMiddle1",
		"LeftHandMiddle3","LeftHandMiddle2",
		"LeftHandIndex1","LeftHand",
		"LeftHandIndex2","LeftHandIndex1",
		"LeftHandIndex3","LeftHandIndex2",
		"LeftHandThumb1","LeftHand",
		"LeftHandThumb2","LeftHandThumb1",
		"LeftHandThumb3","LeftHandThumb2",
	//Right upper side
		"RightShoulder","Spine3",
		"RightArm","RightShoulder",
		"RightArmRoll","RightArm",
		"RightForeArm","RightArmRoll",
		"RightForeArmRoll","RightForeArm",
		"RightHand","RightForeArmRoll",
		"RightHandRing","RightHand",
		"RightHandRing1","RightHandRing",
		"RightHandRing2","RightHandRing1",
		"RightHandRing3","RightHandRing2",
		"RightHandPinky1","RightHandRing",
		"RightHandPinky2","RightHandPinky1",
		"RightHandPinky3","RightHandPinky2",
		"RightHandMiddle1","RightHand",
		"RightHandMiddle2","RightHandMiddle1",
		"RightHandMiddle3","RightHandMiddle2",
		"RightHandIndex1","RightHand",
		"RightHandIndex2","RightHandIndex1",
		"RightHandIndex3","RightHandIndex2",
		"RightHandThumb1","RightHand",
		"RightHandThumb2","RightHandThumb1",
		"RightHandThumb3","RightHandThumb2",
	//Left lower side
		"LeftUpLeg","Pelvis",
		"LeftUpLegRoll","LeftUpLeg",
		"LeftLeg","LeftUpLegRoll",
		"LeftLegRoll","LeftLeg",
		"LeftFoot","LeftLegRoll",
		"LeftToeBase","LeftFoot",
	//Right lower side
		"RightUpLeg","Pelvis",
		"RightUpLegRoll","RightUpLeg",
		"RightLeg","RightUpLegRoll",
		"RightLegRoll","RightLeg",
		"RightFoot","RightLegRoll",
		"RightToeBase","RightFoot"
	};
	// location of pivot points (local axes) for hierarchical animation
	pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
 	};
};

class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {};
	skeletonName = "";
};
class ArmaMan : Default
{
	htMin = 60;          // Minimum half-cooling time (in seconds)
	htMax = 1800;        // Maximum half-cooling time (in seconds)
	afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
	mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
	mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
	tBody = 37;  // Metabolism temperature of the model (in celsius)

	sections[] =
	{
		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
		"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
	};
	skeletonName = "OFP2_ManSkeleton";
};


class UO_AK_VEST : ArmaMan {};

};

Edited by Yugoslav

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Use CODE tags not QUOTE tags please! :)

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You can edit your post to make the necessary changes... :)

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