TacBacon 4 Posted May 10, 2016 I want to retexture the Combat Fatigues (MTP) (Tee) but shirt section won't change I have tried use player setObjectTexture [0,""] (to test where section 0 is covered) and the result is and I look into cfgWeapons only found 1 hiddenSelection (no other texture files) hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa"}; Sorry if this topic have been posted before have I tried searching but don't find anything Share this post Link to post Share on other sites
Locklear 214 Posted May 10, 2016 There's a second selection, camo2, for the t-shirt in the model; but not in its config. So the solution might be to make a little addon with a new class, where both selections (with your new textures) would be defined. I shall make a few adjustments to make both selections available for setObjectTexture, but I cannot promise anything at the moment. 2 Share this post Link to post Share on other sites
Jackal326 1181 Posted May 10, 2016 "camo" i.e. selection 0 is the trousers, hence why the guy's legs are disappearing when you use the above code. Why would you set no texture and expect it to work? I believe to change the t-shirt you have to alter the "naked" body base i.e. the classname used by the unit wearing the uniform nakedUniform = "U_BasicBody"; Alternatively, you can create your own "underwear" and then assign that in the same fashion. 1 Share this post Link to post Share on other sites
Locklear 214 Posted May 10, 2016 I believe to change the t-shirt you have to alter the "naked" body base i.e. the classname used by the unit wearing the uniform nakedUniform = "U_BasicBody"; Alternatively, you can create your own "underwear" and then assign that in the same fashion. Nope, I'm sorry, that wouldn't do the trick. Although the t-shirt resembles the underwear, the soldier's uniform does not combine the uniform and nakedUniform in any way. If a character wears a uniform, the whole model is taken from the uniform. If he wears no uniform, the nakedUniform is used instead. To change the t-shirt, it's needed to define hiddenSelections[] = {"camo","camo2"}; and change the textures via hiddenSelectionsTextures[]. Once I find some time for adjusting our configs to reflect this, two setObjectTexture commands with selection number 0 for fatigues and 1 for the t-shirt shall work. 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted May 10, 2016 Yeah, I read more into how I did it a while back and you're right. I used the camo2 method, and made a new, all-black underwear texture to match the t-shirt edited in the uniform - I was thinking I'd made it as a work-around. I originally read my code wrong. You don't need to edit your configs as it already works: class SSQN_CryeCombatUniform_MCM_TS_Unit: SSQN_CryeCombatUniform_MCM { author = "S Squadron"; displayName = "Trooper Crye Combat Uniform 3 (Multicam)"; uniformClass = "SSQN_CryeCombatUniform_MCM_TS"; model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; hiddenSelections[] = {"Camo","Camo2","insignia"}; hiddenSelectionsTextures[] = {"\SSQN_Equipment\Data\crye_clothing_mcm_co.paa","a3\characters_f\common\data\basicbody_black_co.paa"}; hiddenSelectionsMaterials[] = {"\SSQN_Equipment\Data\crye_clothing.rvmat","a3\characters_f\common\data\basicbody.rvmat"}; class Wounds { tex[] = {}; mat[] = { "SSQN_Equipment\Data\crye_clothing.rvmat","SSQN_Equipment\Data\crye_clothing_injury.rvmat","SSQN_Equipment\Data\crye_clothing_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_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" }; }; }; Though the wounds with 'hiddenselectionsMaterials' don't work, so if you're going to change anything, get those working ;) 1 Share this post Link to post Share on other sites
TacBacon 4 Posted May 10, 2016 Thank for the answer it's work now Share this post Link to post Share on other sites
Locklear 214 Posted May 10, 2016 I would like to add both camo selections to the config, so texturing via script would work – that seems reasonable. :) On the other hand (and unfortunately), the hiddenSelectionsMaterials vs. Wounds problems is not getting solved due to some engine limitations (I was asking around and I've got a bit of a headache now, thank you :D ). 1 Share this post Link to post Share on other sites