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[Solved] Retexturing Combat Fatigues (MTP) (Tee)

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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

OzQfCSi.jpg

 

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

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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.

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"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.

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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.

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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 ;)

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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 ).

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