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van Gastel

Texture fails to Apply to custom model - Need help.

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Greetings everyone! 

 

As you read in the title, the issue I'm having is that my texture doesn't get applied to the custom model that I made unless I force my newly made character to have a specific texture. 

 

This is a problem as the model needs to be capable of having multiple textures and I think it's kind of silly to make a new character for every texture.

 

Underneath I'll post some pictures/code that should give you a clear look on what I did and probably done wrong:

 

Faulty config.cpp: 

http://pastebin.com/NtLUGfrw

 

Config.cpp with fixed texture: 

http://pastebin.com/1AzLcWMz

 

O2:

 

DGDqof6.png

rpKmsFy.png

 

Ingame result:

 

IDUZ2Xt.pngmh8pVub.png

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Have you defined any hidden selections for the model so you can just switch them out?

 

Have a look here:

 

https://forums.bistudio.com/topic/190388-new-to-modelling-need-some-advice-on-my-model/page-2#entry3039537

 

I think according to the wiki you can have different colours which are selectable in the editor like the VX-44 has.

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class cfgWeapons
{
    class UniformItem;
    class Uniform_Base;
 
    class 29th_uniform_Pvt: Uniform_Base
    {
        scope = 2;
        displayName = "29th uniform Private";
        picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
        model = "\29th_uniforms\Soldier4.p3d";
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\29th_uniforms\data\Pvt_co.paa"};
 
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "29th_Soldier";
            containerClass = Supply40;
            mass = 40;
        };
    };

As shown in this piece of code above, which is provided from my pastebin links, you can see I did use a hiddenSelections[] and if you look at the right side on my O2 screenshots, you can see that the named selections on the right side and "camo" is in there so i highly doubt that that is my problem.. Unless this is a common issue ofcourse.

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Have you created a model.cfg? As this a requirement of any new model, as it includes all the defined sections, including skeleton positions etc

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Model.cfg

class CfgSkeletons
{
	class Default
	{
		isDiscrete = 1;
		skeletonInherit = "";
		skeletonBones[] = {};
	};
	class OFP2_ManSkeleton
	{
		isDiscrete = 0;
		skeletonInherit = "";
		skeletonBones[] =
		{
			"Pelvis","",
			"Spine","Pelvis",
			"Spine1","Spine",
			"Spine2","Spine1",
			"Spine3","Spine2",
			"Camera","Pelvis",
			"weapon","Spine1",
			"launcher","Spine1",
			
			// Head skeleton in hierarchy
			"neck","Spine3",
			"neck1","neck",
			"head","neck1",
			
			// New facial features
			"Face_Hub","head",
			"Face_Jawbone","Face_Hub",
			"Face_Jowl","Face_Jawbone",
			"Face_chopRight","Face_Jawbone",
			"Face_chopLeft","Face_Jawbone",
			"Face_LipLowerMiddle","Face_Jawbone",
			"Face_LipLowerLeft","Face_Jawbone",
			"Face_LipLowerRight","Face_Jawbone",
			"Face_Chin","Face_Jawbone",
			"Face_Tongue","Face_Jawbone",
			"Face_CornerRight","Face_Hub",
			"Face_CheekSideRight","Face_CornerRight",
			"Face_CornerLeft","Face_Hub",
			"Face_CheekSideLeft","Face_CornerLeft",
			"Face_CheekFrontRight","Face_Hub",
			"Face_CheekFrontLeft","Face_Hub",
			"Face_CheekUpperRight","Face_Hub",
			"Face_CheekUpperLeft","Face_Hub",
			"Face_LipUpperMiddle","Face_Hub",
			"Face_LipUpperRight","Face_Hub",
			"Face_LipUpperLeft","Face_Hub",
			"Face_NostrilRight","Face_Hub",
			"Face_NostrilLeft","Face_Hub",
			"Face_Forehead","Face_Hub",
			"Face_BrowFrontRight","Face_Forehead",
			"Face_BrowFrontLeft","Face_Forehead",
			"Face_BrowMiddle","Face_Forehead",
			"Face_BrowSideRight","Face_Forehead",
			"Face_BrowSideLeft","Face_Forehead",
			"Face_Eyelids","Face_Hub",
			"Face_EyelidUpperRight","Face_Hub",
			"Face_EyelidUpperLeft","Face_Hub",
			"Face_EyelidLowerRight","Face_Hub",
			"Face_EyelidLowerLeft","Face_Hub",
			"EyeLeft","Face_Hub",
			"EyeRight","Face_Hub",			
			
			// Left upper side
			"LeftShoulder","Spine3",
			"LeftArm","LeftShoulder",
			"LeftArmRoll","LeftArm",
			"LeftForeArm","LeftArmRoll",
			"LeftForeArmRoll","LeftForeArm",
			"LeftHand","LeftForeArmRoll",
			"LeftHandRing","LeftHand",
			"LeftHandRing1","LeftHandRing",
			"LeftHandRing2","LeftHandRing1",
			"LeftHandRing3","LeftHandRing2",
			"LeftHandPinky1","LeftHandRing",
			"LeftHandPinky2","LeftHandPinky1",
			"LeftHandPinky3","LeftHandPinky2",
			"LeftHandMiddle1","LeftHand",
			"LeftHandMiddle2","LeftHandMiddle1",
			"LeftHandMiddle3","LeftHandMiddle2",
			"LeftHandIndex1","LeftHand",
			"LeftHandIndex2","LeftHandIndex1",
			"LeftHandIndex3","LeftHandIndex2",
			"LeftHandThumb1","LeftHand",
			"LeftHandThumb2","LeftHandThumb1",
			"LeftHandThumb3","LeftHandThumb2",
			
			// Right upper side
			"RightShoulder","Spine3",
			"RightArm","RightShoulder",
			"RightArmRoll","RightArm",
			"RightForeArm","RightArmRoll",
			"RightForeArmRoll","RightForeArm",
			"RightHand","RightForeArmRoll",
			"RightHandRing","RightHand",
			"RightHandRing1","RightHandRing",
			"RightHandRing2","RightHandRing1",
			"RightHandRing3","RightHandRing2",
			"RightHandPinky1","RightHandRing",
			"RightHandPinky2","RightHandPinky1",
			"RightHandPinky3","RightHandPinky2",
			"RightHandMiddle1","RightHand",
			"RightHandMiddle2","RightHandMiddle1",
			"RightHandMiddle3","RightHandMiddle2",
			"RightHandIndex1","RightHand",
			"RightHandIndex2","RightHandIndex1",
			"RightHandIndex3","RightHandIndex2",
			"RightHandThumb1","RightHand",
			"RightHandThumb2","RightHandThumb1",
			"RightHandThumb3","RightHandThumb2",
			
			// Left lower side
			"LeftUpLeg","Pelvis",
			"LeftUpLegRoll","LeftUpLeg",
			"LeftLeg","LeftUpLegRoll",
			"LeftLegRoll","LeftLeg",
			"LeftFoot","LeftLegRoll",
			"LeftToeBase","LeftFoot",
			
			// Right lower side
			"RightUpLeg","Pelvis",
			"RightUpLegRoll","RightUpLeg",
			"RightLeg","RightUpLegRoll",
			"RightLegRoll","RightLeg",
			"RightFoot","RightLegRoll",
			"RightToeBase","RightFoot"
		};
		// location of pivot points (local axes) for hierarchical animation
		pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
	};
};

class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[] = {};
		skeletonName = "";
	};

	class ArmaMan: Default
	{

		sections[] =
		{
			"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
			"clan","clan_sign","camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
		};
		skeletonName = "OFP2_ManSkeleton";
	};

	class Soldier4: ArmaMan{};

Good configured model.cfg as all the animations work fine. Main issue is the texture and that's the only problem at the time being.

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does the camo selection actually contain the actual mesh?

You could also try adding something like this to your Soldier4 class

 

	class LoDR_Opfor_Soldier_02 : ArmaMan
	{
		sectionsInherit = "ArmaMan";
		sections[] =
		{
			"camo","opticalcamo"
		};

	};

OH!

Actually now I know.

 

You have the hiddenselection setup in the wrong class.

It should be in the man class your uniform uses.

All "uniforms"  refer to a certain Man class like your 

uniformClass = "29th_Soldier";

 

and it is there you define the hiddenselections you use for for then uniform when it is worn on a man. (When a character puts on an uniform it becomes the character the uniform is defined to use)

The class uniformitem is for the actual item that you pick up and place in the uniform slot in the inventory. 

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Alright, so how do I set up that I can have multiple "uniforms" in the form of for example colours? Like 3 Uniforms using the same model but having Red, Green and Blue colours for the example.

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It doesn't look like you have the model texture UV mapped to your custom model either.

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Issue is fixed thanks to some help on the Discord channel!

 

Solution is that my config was faulty and used wrong names for certain parts. Rest was fine, thank god for people who teach me this stuff so I can pass it on! :D

 

Thanks to everyone who contributed to the thread!

  • Like 1

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