Jump to content
ahmedslimkw

(SOLVED) How to configure cfgFaces

Recommended Posts

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
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 by KokaKolaA3

Share this post


Link to post
Share on other sites
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

Check the edited post...

 

head= m_white_04;                 Thats the classname in the cfgHeads 

Share this post


Link to post
Share on other sites

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


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

};

};

};

  • Like 2

Share this post


Link to post
Share on other sites


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

};

};

};

  • Like 1

Share this post


Link to post
Share on other sites
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

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

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?

  • Like 2

Share this post


Link to post
Share on other sites

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

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

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

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

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

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

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 by KokaKolaA3

Share this post


Link to post
Share on other sites

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

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

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

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

Sure! If you want to do that anyway il be honored lol

Il 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

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.

  • Like 1

Share this post


Link to post
Share on other sites

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^^

  • Like 1

Share this post


Link to post
Share on other sites

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).

  • Like 2

Share this post


Link to post
Share on other sites

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×