mindstorm 8 Posted October 5, 2015 So with the help of a realy nice guy called Alduric (from http://arma3coop.pl) I was able to finally get some of the models I have into Arma. I made my self familiar with blender and also managed to port a model myself (the same as Alduric did), also giving the model some colors. Now I would like to be able to change the object's color with setObjectTexutre. Thus far I have been unable to achieve this. The model has the orignal colors I've set with blender, but they wont change when I use setObjectTexture. This is my model I made a selection called "pod", which I thought would make me able to change the colors. This is my models config: class CfgPatches { class ref_entity { units[] = {"ref_droppod"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class CfgVehicleClasses { class r_ent { displayName = "Entity"; }; }; class CfgVehicles { class Land_DuctTape_F; class Helper_Base_F; class ref_droppod: Helper_Base_F { mapSize = 1; author = ""; scope = 2; displayName = "DropPod"; //simulation="thing"; destrType = "destructNo"; vehicleClass = "r_ent"; hiddenSelections[] = {"pod"}; hiddenSelectionsTextures[] = {"#(argb,1,1,1)color(0,0,0,0.1,ca)"}; model = "ref_entity\droppod\droppod"; accuracy = 1000; }; }; At first I inherrited from Land_DuctTape_F, but after inspecting the spheres from A3_Misc_F_helpers I thought Helper_Base_F would do the trick. Without luck. Could anyone point me in the right direction as to what I'm doing wrong, and why I am unable to apply different colors the the whole pod? I'm fairly new at this, kind of proud I actually managed to get objects from blender in Arma myself. Now I'm only stuck at this part and I would really appreciate the help! Share this post Link to post Share on other sites
da12thMonkey 1943 Posted October 5, 2015 You also need a model.cfg file with the name of your hiddenselections ('pod') written in the sections[] array of the CfgModels class. At its most basic, I think this would work: class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class droppod: Default { sections[] = { "pod" }; }; }; Share this post Link to post Share on other sites
mindstorm 8 Posted October 5, 2015 You also need a model.cfg file with the name of your hiddenselections ('pod') written in the sections[] array of the CfgModels class. At its most basic, I think this would work: class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class droppod: Default { sections[] = { "pod" }; }; }; You are my hero! Thank you so much man. So happy right now :D. One more question, any idea on how to get the material to shine through, like the spheres? It seems like the original spheres don't use an rvmat so I suppose I need to change something in the object builder, but I have no clue what that would be. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted October 5, 2015 Never tried to do it without a .rvmat but maybe one of the Lighting & Shadows options in the Face Properties window will do it (select faces/verts and press [E]) or the Lighting options in the Vertex Properties window (select faces/verts and press [Shift+E]), though the header vertex properties window suggests that the lighting settings there are "obsolete". Share this post Link to post Share on other sites