scorch_052 127 Posted September 27, 2015 If the hands and legs of your uniform don't match the skin color of your unit's face, you need to copy the class Wounds{}; from whatever unit you're inheriting it from.So, what that means is if I am implementing a custom uniform model and inheriting from B_Soldier_F, my config would need to look like this: class B_Soldier_F; class SC_Nam_Soldier: B_Soldier_F { scope = 1; scopeCurator = 0; author = "simkas & Scorch052"; displayName = "-"; uniformClass = "SC_Nam_Uniform"; model = "\SC_Nam\uniform_main.p3d"; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; magazines[] = {}; respawnMagazines[] = {}; linkedItems[] = {"SC_Nam_FlakVest","SC_Nam_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"SC_Nam_FlakVest","SC_Nam_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; hiddenSelections[] = {"camo1","camo2","insignia","boots_bloused","pants_bloused","shirt_rolled","shirt_rolledt","shirt_rolled_hands","shirt_rolledt_hands"}; hiddenSelectionsTextures[] = {"SC_Nam\data\jacket_co.paa","SC_Nam\data\pants_co.paa"}; class Wounds /// changes material of skin according to damage { tex[] = {}; mat[] = { "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; }; If you have a material for wounds on your model, you would put that at the beginning, like so: class Wounds /// changes material of skin according to damage { tex[] = {}; mat[] = { "SC_Nam\Data\uniform.rvmat", "SC_Nam\Data\uniform_injury.rvmat", "SC_Nam\Data\uniform_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; If a mod could consider adding this to https://forums.bistudio.com/topic/139468-arma3-characters-modding-tutorial/ I could not, for the life of me, find info on how to fix this issue, and I'm sure I'm not the only one. 1 Share this post Link to post Share on other sites