ahmedslimkw 223 Posted July 21, 2016 So i managed to retexture a greek head for my character but i just dont know how to configure it? Here is my code i took from one of the community.bistudio cfgFaces site class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class FaceWhatever: Default { name = "$STR_Sotiris"; // every class, different string name texture= \Renegade\Data\Test.paa; // THE face for this head= m_white_04;//classname in cfgHeads material= \Renegade\Data\Test.rvmat; disabled = false;// always TRUE for inherited camo faces }; This so far gave me an error saying missing "}" But what is missing? I got the brackets at the end and it says that im missing it. Must it be a problem cause its for Arma 2? Thanks! EDIT: It works like a charm now! Special thanks to Kydoimos, KokaKola and jackal :D Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 (edited) class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class FaceWhatever: Default { name = "$STR_Sotiris"; // every class, different string name texture= \Renegade\Data\Test.paa; // THE face for this head= m_white_04;//classname in cfgHeads material= \Renegade\Data\Test.rvmat; disabled = false;// always TRUE for inherited camo faces }; }; }; You forgot 2 "};" at the end. class FaceWhatever: Default Replace "FaceWhatever" with your costum classname, like TAG_mycostumface. if you just make a retexture, replace "Default" with the classname of the head youre retexturing name = "$STR_Sotiris"; Replace "$STR_Sotiris" with your custom name displayed in Virtual Arsenal for example, something like Paul or Mike or whatever texture= \Renegade\Data\Test.paa; Replace the path "\Renegade\Data\Test.paa" to your texture. Like: \MyCustomFace\Data\paul.paa (without &STR_ at the beginning) head= m_white_04; Thats the classname in the cfgHeads material= \Renegade\Data\Test.rvmat; Replace the path to your Material, if you're using, or if you making a retexture, find the path to the material of the head you're retexturing That should be it, but don't forget to put cfgPatches in top of the File like this: class CfgPatches { class Foldername { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; Replace "Foldername with your costum Foldername... obviously Edited July 21, 2016 by KokaKolaA3 Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class FaceWhatever: Default { name = "$STR_Sotiris"; // every class, different string name texture= \Renegade\Data\Test.paa; // THE face for this head= m_white_04;//classname in cfgHeads material= \Renegade\Data\Test.rvmat; disabled = false;// always TRUE for inherited camo faces }; }; }; You forgot 2 "};" at the end. class FaceWhatever: Default Replace "FaceWhatever" with your costum classname, like TAG_mycostumface. if you just make a retexture, replace "Default" with the classname of the head youre retexturing name = "$STR_Sotiris"; Replace "$STR_Sotiris" with your custom name displayed in Virtual Arsenal for example, something like Paul or Mike or whatever texture= \Renegade\Data\Test.paa; Replace the path "\Renegade\Data\Test.paa" to your texture. Like: \MyCustomFace\Data\paul.paa head= m_white_04; Im not exactly sure, but that should be the classname of your head, just make it like TAG_mycustomface_2 material= \Renegade\Data\Test.rvmat; Replace the path to your Material, if you're using, or if you making a retexture, find the path to the material of the head you're retexturing That should be it, but don't forget to put cfgPatches in top of the File like this: class CfgPatches { class Foldername { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; Replace "Foldername with your costum Foldername... obviously Thanks a million! Will try it out ASAP :) Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 Check the edited post... head= m_white_04; Thats the classname in the cfgHeads Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 Check the edited post... head= m_white_04; Thats the classname in the cfgHeads Thats what i done (Or maybe? I couldnt see where the hell did my post go) here is the new code class CfgPatches { class Foldername { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class m_White_04: Default { name = "Sotiris"; // every class, different string name texture = Renegade\Addons\Data\Sotiris.paa; // THE face for this head= m_white_04; //classname in cfgHeads material= A3\characters_f\Heads\Data\m_white_04.rvmat; disabled = false; // always TRUE for inherited camo faces }; }; }; I changed head onto m_white_04 as i retextured that. My path file is edited onto Renegade\Addons\Data\Sotiris.paa Im pretty stupid at configurations so if you could possibly edit or point out the mistake i would be very grateful thanks! Share this post Link to post Share on other sites
Jackal326 1181 Posted July 21, 2016 class CfgPatches { class Foldername { // << CHANGE THIS units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class m_White_04: Default // << CHANGE THIS { name = "Sotiris"; // every class, different string name texture = "\Renegade\Addons\Data\Sotiris.paa"; // This needed enclosing in quotation marks and a preceeding back-slash head= "m_white_04"; //classname in cfgHeads material= "A3\characters_f\Heads\Data\m_white_04.rvmat"; disabled = false; // always TRUE for inherited camo faces }; }; }; 2 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 class CfgPatches { class YOURFOLDERNAME_IN_YOUR_CASE_Renegade { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class YOUR_OWN_CLASSNAME_CHOOSE_WHAT_YOU_WANT_LIKE_satorisface: Default { name = "Sotiris"; // every class, different string name texture = Renegade\Addons\Data\Sotiris.paa; // THE face for this head= m_white_04; //classname in cfgHeads material= A3\characters_f\Heads\Data\m_white_04.rvmat; disabled = false; // always TRUE for inherited camo faces }; }; }; class CfgPatches { class Renegade { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class satorisface: Default { name = "Sotiris"; // every class, different string name texture = Renegade\Addons\Data\Sotiris.paa; // THE face for this head= m_white_04; //classname in cfgHeads material= A3\characters_f\Heads\Data\m_white_04.rvmat; disabled = false; // always TRUE for inherited camo faces }; }; }; 1 Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 class CfgPatches { class YOURFOLDERNAME_IN_YOUR_CASE_Renegade { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class YOUR_OWN_CLASSNAME_CHOOSE_WHAT_YOU_WANT_LIKE_satorisface: Default { name = "Sotiris"; // every class, different string name texture = Renegade\Addons\Data\Sotiris.paa; // THE face for this head= m_white_04; //classname in cfgHeads material= A3\characters_f\Heads\Data\m_white_04.rvmat; disabled = false; // always TRUE for inherited camo faces }; }; }; class CfgPatches { class Renegade { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class satorisface: Default { name = "Sotiris"; // every class, different string name texture = Renegade\Addons\Data\Sotiris.paa; // THE face for this head= m_white_04; //classname in cfgHeads material= A3\characters_f\Heads\Data\m_white_04.rvmat; disabled = false; // always TRUE for inherited camo faces }; }; }; class CfgPatches { class Foldername { // << CHANGE THIS units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class m_White_04: Default // << CHANGE THIS { name = "Sotiris"; // every class, different string name texture = "\Renegade\Addons\Data\Sotiris.paa"; // This needed enclosing in quotation marks and a preceeding back-slash head= "m_white_04"; //classname in cfgHeads material= "A3\characters_f\Heads\Data\m_white_04.rvmat"; disabled = false; // always TRUE for inherited camo faces }; }; }; Both of you thanks a million! Il try it out asap :) Thanks! Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 Ok so this is literally driving me insane... I did what both of you guys did. First i tried out the solution of Koka, Didnt work, Then i tried Jackals solution. Didnt work, Then i merged both of it to make sure i didnt mess up anything (I also added the quotations and backlash) It didnt work... Here is a full image of my file along with the config.cpp https://gyazo.com/9a70e74f9a76c3eb98491e4094c0d992 And il paste a code here if its too small to read class CfgPatches { class Renegade { // << CHANGE THIS units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class sotirisFace: Default // << CHANGE THIS { name = "Sotiris"; // every class, different string name texture = "\Renegade\Addons\Data\Sotiris.paa"; // This needed enclosing in quotation marks and a preceeding back-slash head= "m_white_04"; //classname in cfgHeads material= "A3\characters_f\Heads\Data\m_white_04.rvmat"; disabled = false; // always TRUE for inherited camo faces }; }; }; Kinda weird for me to always fail when i try to do modding... Thanks for your help guys! P.S the .PAA File isnt corrupted, It works fine when i open it. Share this post Link to post Share on other sites
Jackal326 1181 Posted July 21, 2016 Ok so this is literally driving me insane... I did what both of you guys did. First i tried out the solution of Koka, Didnt work, Then i tried Jackals solution. Didnt work, Then i merged both of it to make sure i didnt mess up anything (I also added the quotations and backlash) It didnt work... Here is a full image of my file along with the config.cpp https://gyazo.com/9a70e74f9a76c3eb98491e4094c0d992 And il paste a code here if its too small to read class CfgPatches { class Renegade { // << CHANGE THIS units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class sotirisFace: Default // << CHANGE THIS { name = "Sotiris"; // every class, different string name texture = "\Renegade\Addons\Data\Sotiris.paa"; // This needed enclosing in quotation marks and a preceeding back-slash head= "m_white_04"; //classname in cfgHeads material= "A3\characters_f\Heads\Data\m_white_04.rvmat"; disabled = false; // always TRUE for inherited camo faces }; }; }; Kinda weird for me to always fail when i try to do modding... Thanks for your help guys! Of course it doesn't work! Your pbo is called Addons.pbo yet your config references it as Renegades when given the path name...The @MOD folder has fuck-all to do with pathnames in the config.cpp. Just rename the PBO to Renegade.pbo and remove the addons directory from the config.cpp texture = "\Renegade\Data\Sotiris.paa"; Why do you have an RVMAT in there and not actually USE it? 2 Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 Of course it doesn't work! Your pbo is called Addons.pbo yet your config references it as Renegades when given the path name...The @MOD folder has fuck-all to do with pathnames in the config.cpp. Just rename the PBO to Renegade.pbo and remove the addons directory from the config.cpp texture = "\Renegade\Data\Sotiris.paa"; Why do you have an RVMAT in there and not actually USE it? Uhh... I guess thanks man for trying to help. I apologize that im actually acting stupid cause im completely new to this modding stuff, I got quite an experience on texturing but not configs... Regarding the RVMAT Im actually quite confused on what to use. The RVMAT i simply extracted it out from the A3 thinking it was the problem. So i left it in there... Thanks a bunch! Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 Of course it doesn't work! Your pbo is called Addons.pbo yet your config references it as Renegades when given the path name...The @MOD folder has fuck-all to do with pathnames in the config.cpp. Just rename the PBO to Renegade.pbo and remove the addons directory from the config.cpp texture = "\Renegade\Data\Sotiris.paa"; Why do you have an RVMAT in there and not actually USE it? So i did what you said... Yet again. I renamed the .pbo onto Renegade.pbo But i still get a default face... Whats the issue here? I double checked my codes to make sure i did not screw up any names. Checked the .pbo its fine... Checked the config inside the .pbo and its fine. Checked the .PAA file once again just to make sure. It isnt corrupted. Here is my code. (I sincerely apologize if im wasting your time) class CfgPatches { class Renegade { // << CHANGE THIS units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class sotirisFace: Default // << CHANGE THIS { name = "Sotiris"; // every class, different string name texture = "\Renegade\Data\Sotiris.paa"; // This needed enclosing in quotation marks and a preceeding back-slash head= "m_white_04"; //classname in cfgHeads material= "A3\characters_f\Heads\m_white_04.rvmat"; disabled = false; // always TRUE for inherited camo faces }; }; }; Thanks! (P.S I tested the Sotiris.rvmat. Didnt work too) Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 I have an idea why it doesn't work, could you please open the rvmat with any text editor and post the content here, as well please change the material in the config to your one in your folder. I'll be back in 30 minutes, just wait me... maybe jackal know what i mean (changing path`s in rvmat and use this one) Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 I have an idea why it doesn't work, could you please open the rvmat with any text editor and post the content here, as well please change the material in the config to your one in your folder. I'll be back in 30 minutes, just wait me... maybe jackal know what i mean (changing path`s in rvmat and use this one) Hello, Do you mean this? raP B StageTI H ambient diffuse ffæ>= ×>ÃÌÌ> forcedDiffuse ÃÃŒL>ÃÌÌ>ÃÌÌ>ÃÌÌ=emmisive ÃÃŒL?š™™>ff&?333?specular ? ? ? specularPower PixelShaderID Skin VertexShaderID Skin Stage1 Stage2 9 Stage3 ã Stage4 › Stage5 J Stage6 B texture a3\characters_f\heads\data\m_ti_ca.paa texture a3\characters_f\heads\data\m_white_04_nohq.paa uvSource tex uvTransform Þ 9 aside up dir pos 9 texture #(argb,8,8,3)color(0,0,0,0,MC) uvSource tex uvTransform ˆ ã aside up dir pos ã texture a3\characters_f\heads\data\m_white_04_co.paa uvSource tex uvTransform @ › aside up dir pos › texture a3\characters_f\heads\data\m_as.paa uvSource tex uvTransform ï J aside up dir pos J texture a3\characters_f\heads\data\m_white_04_smdi.paa uvSource tex uvTransform © aside up dir pos texture #(ai,64,64,1)fresnel(0.5,0.3) uvSource none B I get a error every time i open any RVMAT editor. So i think you may be referencing this? Thanks! Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 Alright, i'll give you an rvmat, but i need to know what face you're trying to retextrue, i need the classname or is m_white_04 correct? Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 Alright, i'll give you an rvmat, but i need to know what face you're trying to retextrue, i need the classname or is m_white_04 correct? Yes it is m_white_04. The blonde guy. Thanks alot man for your help! Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 (edited) https://www.dropbox.com/s/cpd10gnjtdplmvq/m_white_04.rvmat?dl=0 Download this file and replace it with your .rvmat, don't rename the rvmat, if you want to rename it change the "material" path in the config as well. Make sure your "material" path is correct! In your case or if you changed the name of the rvmat, change the name in the path as well! material= "\renegade\data\m_white_04.rvmat"; Now it should work Edited July 21, 2016 by KokaKolaA3 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 I edited the post, so make sure the path is material= "\renegade\data\m_white_04.rvmat"; and not material= "\renegade\data\m_white:04.rvmat"; my mistake sorry Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 https://www.dropbox.com/s/cpd10gnjtdplmvq/m_white_04.rvmat?dl=0 Download this file and replace it with your .rvmat, don't rename the rvmat, if you want to rename it change the "material" path in the config as well. Make sure your "material" path is correct! In your case or if you changed the name of the rvmat, change the name in the path as well! material= "\renegade\data\m_white_04.rvmat"; Now it should work Thanks a bunch for the files! But... It still didnt work... Still the same default face... Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 Okay, would offer you to have a look at all files, the easiest way to do that would be having them on my pc, just send me a link to the file. of course i won't use anything of your addon in my addons Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 21, 2016 Okay, would offer you to have a look at all files, the easiest way to do that would be having them on my pc, just send me a link to the file. of course i won't use anything of your addon in my addonsSure! If you want to do that anyway il be honored lolIl send it to you tomorrow as right now I'm gonna doze off... Apologies lol (it seems always my posts last till bedtime dammit) Thank you very much for your efforts! Il send it to you via PM :) Share this post Link to post Share on other sites
Jackal326 1181 Posted July 21, 2016 To be honest if you're not altering the normal map, or for that matter anything within the rvmat itself then you don't even need to reference the one within the PBO - leaving it as referencing the default is fine and eliminates any further fuck-ups. As to why its working I can only assume its something going wrong in the packing process, which can hopefully be spotted and eliminated when the folder is uploaded. 1 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 21, 2016 The texture is loaded in the rvmat as well, so no matter what texture you set in the config, the rvmat sets the standard one, thats why i thought it would be better to include a custom .rvmat. I downloaded custom faces mods, and looked at them, they made it the same way (Camo Faces - 3. Jägerkompanie) If i'm not right, im sorry i'm not that good in modding as you^^ 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted July 21, 2016 The texture is loaded in the rvmat as well, so no matter what texture you set in the config, the rvmat sets the standard one, thats why i thought it would be better to include a custom .rvmat. I downloaded custom faces mods, and looked at them, they made it the same way (Camo Faces - 3. Jägerkompanie) After checking out my group's face-pack you're quite right, I always forget about Stage3 as it very rarely factors in to weapon addons (which are my usual wheel-house). 2 Share this post Link to post Share on other sites
ahmedslimkw 223 Posted July 22, 2016 The texture is loaded in the rvmat as well, so no matter what texture you set in the config, the rvmat sets the standard one, thats why i thought it would be better to include a custom .rvmat. I downloaded custom faces mods, and looked at them, they made it the same way (Camo Faces - 3. Jägerkompanie) If i'm not right, im sorry i'm not that good in modding as you^^ I sent ya a message about the files. I apologize as I was sleeping last night. Hopefully the issue will be sorted out :) Thanks! Share this post Link to post Share on other sites