Dwayne_ 3 Posted July 20, 2016 I've tried retexturing the AAF officer uniform. It uses 2 hidden textures (i.e. 2 separate texture files for the same model) but I can't get the second texture to function correctly. Some pics; As you can see the lower body has some sort of..I don't know what going on. I thought just copying to original texture file (the .paa for the upper body), renaming it with "_trousers" at the end would give the lower portion of the uniform textures but it sort of...didn't! Here's my current texture file - Here's the config I'm using for this uniform. Code:  class CfgPatches { class My_Mod_Config { units[] = {"Custom_Uniform_Mod"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; ///////////////////////////////////////////////////////// ///// FACTIONS ////////////////////////////// ///////////////////////////////////////////////////////// class cfgFactionClasses { class Custom_Faction { displayname = "Queens Guard"; priority = 3; // Position in list. side = 1; // Opfor = 0, Blufor = 1, Indep = 2. icon = ""; //Custom Icon }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgVehicles { ///////////////////////////////////////////////////////// ///// UNITS //////////////////////////////////// ///////////////////////////////////////////////////////// class I_Story_Colonel_F; class Custom_Grenadier: I_Story_Colonel_F { author = "Mne. Dwayne"; _generalMacro = "I_Story_Colonel_F"; scope = 2; displayName = "Grenadier Guard"; IdentityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOmen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_officer.p3d"; // model of the uniform uniformClass = "Custom_Camo"; hiddenSelections[] = {"Camo1","Camo2","Insignia"}; hiddenSelectionsTextures[] = {"\Grenadier_Guard\Data\QueensGuard_co.paa","\Grenadier_Guard\Data\QueensGuard_co_trousers.paa"}; // Path to .paa texture file weapons[] = {"Throw","Put"}; respawnweapons[] = {"Throw","Put"}; magazines[] = {"SmokeShell"}; respawnMagazines[] = {"SmokeShell"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnlinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; }; class CfgWeapons{ ///////////////////////////////////////////////////////// ////// UNIFORMS ///////////////////////////////// ///////////////////////////////////////////////////////// class ItemCore; class UniformItem; class Uniform_Base: itemcore { class ItemInfo; }; class DWAYNE_NewUniform : Uniform_Base { author = "Dwayne";scope = 2; displayName = "DWAYNE NEW UNIFORM"; picture = "-"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"Grenadier_Guard\Data\QueensGuard_co.paa","\Grenadier_Guard\Data\QueensGuard_co_trousers.paa"}; class ItemInfo : UniformItem { uniformModel = "\A3\characters_f_beta\INDEP\ia_officer.p3d";uniformClass = "Custom_Grenadier"; containerClass = "Supply50"; mass = 50; }; };}; If anyone'e seen this before or knows a possible solution I'll be very grateful. I'll take anything I can get at this moment in time! Share this post Link to post Share on other sites
Degman 73 Posted July 20, 2016 The pants don't use the same texture as officer's shirt. You will have to look for INDEP soldier texture and use it for pants. 4 Share this post Link to post Share on other sites
Jackal326 1181 Posted July 20, 2016 The pants don't use the same texture as officer's shirt. You will have to look for INDEP soldier texture and use it for pants. As degmancro correctly states, the INDEP Officer uses two seperate textures for his shirt (officer_spc_co.paa) and trousers/pants (ia_soldier_01_clothing_co.paa), both within characters_f_beta.pbo\indep\data 2 Share this post Link to post Share on other sites
Dwayne_ 3 Posted July 20, 2016 Thank you both gentlemen! Share this post Link to post Share on other sites