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AveryTheKitty

hiddenSelectionsMaterials doesn't work?

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I've been trying to get it to work with the BLUFOR and OPFOR soldiers but it doesn't work.

Config:

class O_Soldier_base_F;

class O_RU_Soldier_base_F: O_Soldier_base_F {
	author = "$STR_A3_Aegis_Night515";
	_generalMacro = "O_RU_Soldier_base_F";
	expansion = 1;
	identityTypes[] = {"LanguageGRE_F", "Head_NATO", "G_IRAN_default"};
	faceType = "Man_A3";
	side = 0;
	faction = "OPF_RU_F";
	genericNames = "RussianMen";
	vehicleClass = "Men";
	portrait = "";
	picture = "";
	icon = "iconMan";
	accuracy = 2.300000;
	sensitivity = 3;
	threat[] = {1, 0.100000, 0.100000};
	camouflage = 1.400000;
	minFireTime = 7;
	cost = 40000;
	canCarryBackPack = 1;
	scope = 0;

	class Wounds {
		tex[] = {};
		mat[] = {"\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing.rvmat", "\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing_injury.rvmat", "\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing_injury.rvmat"};
	};

	armor = 2;
	armorStructural = 5;
	model = "\A3\characters_F\OPFOR\o_soldier_01.p3d";
	modelSides[] = {0, 3};
	nakedUniform = "U_BasicBody";
	uniformClass = "U_O_CombatUniform_rucamo";

	weapons[] = {"arifle_Katiba_ARCO_pointer_F", "hgun_Rook40_F", "Throw", "Put"};
	respawnWeapons[] = {"arifle_Katiba_ARCO_pointer_F", "hgun_Rook40_F", "Throw", "Put"};
	magazines[] = {"30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellRed", "Chemlight_red", "Chemlight_red"};
	respawnMagazines[] = {"30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellRed", "Chemlight_red", "Chemlight_red"};
	Items[] = {"FirstAidKit"};
	RespawnItems[] = {"FirstAidKit"};
	linkedItems[] = {"V_HarnessO_blk", "H_HelmetO_blk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles_INDEP"};
	respawnLinkedItems[] = {"V_HarnessO_blk", "H_HelmetO_blk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles_INDEP"};
	hiddenSelections[] = {"Camo1", "Camo2", "insignia"};
	hiddenSelectionsTextures[] = {"\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing_rucamo_co.paa", "A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\tech_rus_co.paa"};
	hiddenSelectionsMaterials[] = {"\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing.rvmat", "\A3\Characters_F\OPFOR\data\tech.rvmat"};
};

RVMAT:


class StageTI {
texture = "a3\characters_f\opfor\data\clothing_ti_ca.paa";
};
ambient[] = {1, 1, 1, 1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 0};
emmisive[] = {0, 0, 0, 1};
specular[] = {1, 1, 1, 1};
specularPower = 100;
PixelShaderID = "Super";
VertexShaderID = "Super";

class Stage1 {
texture = "a3_aegis\aegis\content\opfor\russians\data\characters\clothing_nohq.paa";
uvSource = "tex";

class uvTransform {
	aside[] = {1, 0, 0};
	up[] = {0, 1, 0};
	dir[] = {0, 0, 0};
	pos[] = {0, 0, 0};
};
};

class Stage2 {
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource = "tex";

class uvTransform {
	aside[] = {1, 0, 0};
	up[] = {0, 1, 0};
	dir[] = {0, 0, 0};
	pos[] = {0, 0, 0};
};
};

class Stage3 {
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";

class uvTransform {
	aside[] = {1, 0, 0};
	up[] = {0, 1, 0};
	dir[] = {0, 0, 0};
	pos[] = {0, 0, 0};
};
};

class Stage4 {
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";

class uvTransform {
	aside[] = {1, 0, 0};
	up[] = {0, 1, 0};
	dir[] = {0, 0, 0};
	pos[] = {0, 0, 0};
};
};

class Stage5 {
texture = "a3_aegis\aegis\content\opfor\russians\data\characters\clothing_smdi.paa";
uvSource = "tex";

class uvTransform {
	aside[] = {1, 0, 0};
	up[] = {0, 1, 0};
	dir[] = {0, 0, 0};
	pos[] = {0, 0, 0};
};
};

class Stage6 {
texture = "#(ai,64,64,1)fresnel(1,0.7)";
uvSource = "none";
};

class Stage7 {
texture = "a3\data_f\env_co.paa";
useWorldEnvMap = "true";
uvSource = "tex";

class uvTransform {
	aside[] = {1, 0, 0};
	up[] = {0, 1, 0};
	dir[] = {0, 0, 0};
	pos[] = {0, 0, 0};
};
};

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I'm still having an issue with this. Can somebody please help?

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In the CfgWeapons you have to create a new class for your uniform like:

class U_I_CombatUniform
{
	class ItemInfo;
};
class Cha_Rus_DigiFlora : U_I_CombatUniform 
{
       scope = 2;
       displayName = "Fatigues (Digi Flora)";
	author = "Chairborne";
	picture = "\Cha\Cha_Rus\Data\UI\cha_rus_i_uniform.paa";
       class ItemInfo : ItemInfo 
	{
           uniformModel = "-";
           uniformClass = "Cha_Rus_Soldier_DF_base";
       };
   };

Then in CfgVehicles for your soldier you change the uniformClass to the one you created:

class Cha_Rus_Soldier_DF_base: O_Soldier_base_F
{
	scope = 1;
	displayName = "Rifleman";
	author = "Chairborne";
	nakedUniform = "U_BasicBody";
	identityTypes[] = {"LanguageGRE_F","Head_Greek","G_HAF_default"};
	faceType = "Man_A3";
	uniformClass = "Cha_Rus_DigiFlora";
	faction = "Cha_Rus";
	vehicleClass = "Cha_Rus_Inf_DigiFlora";
	model = "\A3\Characters_F_Beta\INDEP\ia_officer.p3d";
	hiddenSelections[] = {"Camo1","Camo2"};
	hiddenSelectionsTextures[] = {"\Cha\Cha_Rus\data\Cha_Rus_Uniform_DigiFlora_co.paa","\Cha\Cha_Rus\data\Cha_Rus_DigiFlora_co.paa"};
};

I don't remember there being anything else to reskin uniforms.

Have you tried to look into the RPT file to see if maybe some files are missing or they have a wrong path?

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I have already created the uniform in CfgWeapons, I'll check RPT once I re-enable the hiddenSelectionsMaterials.

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