Rabid Squirrel 149 Posted August 17, 2016 Hi all, I have been having an issue with getting the textures to 'take' on some items, it seems to change randomly every time I restart the game. See above all the uniform items have textures but not all the weapons, below the helmet and some of the weapons don't have the textures applying and the weapons that worked the previous time don't work anymore: However, when I restart the game, then it will randomly change which items get the textures. I am basically pulling my hair out at this error, has anyone encountered this before? Weapon Config: class CfgPatches { class Rain_Tex_MX { author="Rabid Squirrel"; addonRootClass="Rain_Tex"; requiredAddons[]= { "A3_Weapons_F" }; requiredVersion=0.1; units[]={}; weapons[]= { "rs_MX_Rain_F", "rs_MX_GL_Rain_F", "rs_MX_SW_Rain_F", "rs_MXC_Rain_F", "rs_MXM_Rain_F", "rs_MX_Black_Rain_F", "rs_MX_GL_Black_Rain_F", "rs_MX_SW_Black_Rain_F", "rs_MXC_Black_Rain_F", "rs_MXM_Black_Rain_F" }; }; }; class CfgWeapons { class arifle_MXC_F; class arifle_MXC_Black_F; class rs_MXC_Rain_F: arifle_MXC_F { scope=2; baseWeapon="rs_MXC_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MXC_Rain_F"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; }; class rs_MXC_Black_Rain_F: arifle_MXC_Black_F { scope=2; baseWeapon="rs_MXC_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MXC_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; }; class arifle_MX_F; class arifle_MX_Black_F; class rs_MX_Rain_F: arifle_MX_F { scope=2; baseWeapon="rs_MX_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_Rain_F"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_base_rain.rvmat", "rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; }; class rs_MX_Black_Rain_F: arifle_MX_Black_F { scope=2; baseWeapon="rs_MX_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_base_rain.rvmat", "rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; }; class arifle_MX_GL_F; class arifle_MX_GL_Black_F; class rs_MX_GL_Rain_F: arifle_MX_GL_F { scope=2; baseWeapon="rs_MX_GL_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_GL_Rain_F"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_base_rain.rvmat", "rain_tex\Rifles\MX\Data\xmx_glx_rain.rvmat" }; }; class rs_MX_GL_Black_Rain_F: arifle_MX_GL_Black_F { scope=2; baseWeapon="rs_MX_GL_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_GL_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_base_rain.rvmat", "rain_tex\Rifles\MX\Data\xmx_glx_rain.rvmat" }; }; class arifle_MX_SW_F; class arifle_MX_SW_Black_F; class rs_MX_SW_Rain_F: arifle_MX_SW_F { scope=2; baseWeapon="rs_MX_SW_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_SW_Rain_F"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_lmg_rain.rvmat" }; }; class rs_MX_SW_Black_Rain_F: arifle_MX_SW_Black_F { scope=2; baseWeapon="rs_MX_SW_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MX_SW_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_lmg_rain.rvmat" }; }; class arifle_MXM_F; class arifle_MXM_Black_F; class rs_MXM_Rain_F: arifle_MXM_F { scope=2; baseWeapon="rs_MXM_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MXM_Rain_F"; hiddenSelections[]= { "camo1" }; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_long_rain.rvmat" }; }; class rs_MXM_Black_Rain_F: arifle_MXM_Black_F { scope=2; baseWeapon="rs_MXM_Black_Rain_F"; author="Rabid Squirrel"; _generalMacro="rs_MXM_Black_Rain_F"; hiddenSelectionsMaterials[]= { "rain_tex\Rifles\MX\Data\xmx_long_rain.rvmat" }; }; }; Uniform Config: class CfgPatches { class Rain_Tex_Blufor { author="Rabid Squirrel"; addonRootClass="Rain_Tex"; requiredAddons[]= { "A3_Data_F", "A3_Weapons_F", "A3_Characters_F" }; requiredVersion=0.1; units[]= { "B_Soldier_01_rain_f", "B_Soldier_02_rain_f", "B_Soldier_03_rain_f" }; weapons[]= { "rs_Helmet_Kerry_rain", "rs_HelmetB_rain", "rs_HelmetB_black_rain", "rs_HelmetB_camo_rain", "rs_HelmetB_desert_rain", "rs_HelmetB_grass_rain", "rs_HelmetB_light_rain", "rs_HelmetB_light_black_rain", "rs_HelmetB_light_desert_rain", "rs_HelmetB_light_grass_rain", "rs_HelmetB_light_sand_rain", "rs_HelmetB_light_snakeskin_rain", "rs_HelmetB_paint_rain", "rs_HelmetB_plain_blk_rain", "rs_HelmetB_plain_mcamo_rain", "rs_HelmetB_sand_rain", "rs_HelmetB_snakeskin_rain", "rs_HelmetSpecB_rain", "rs_HelmetSpecB_blk_rain", "rs_HelmetSpecB_paint1_rain", "rs_HelmetSpecB_paint2_rain", "rs_HelmetSpecB_sand_rain", "rs_HelmetSpecB_snakeskin_rain", "rs_B_CombatUniform_mcam_rain", "rs_B_CombatUniform_mcam_tshirt_rain", "rs_B_CombatUniform_mcam_vest_rain", "rs_PlateCarrier1_blk_rain", "rs_PlateCarrier1_rgr_rain", "rs_PlateCarrier2_blk_rain", "rs_PlateCarrier2_rgr_rain", "rs_PlateCarrier3_rgr_rain", "rs_PlateCarrier_Kerry_rain", "rs_PlateCarrierH_CTRG_rain", "rs_PlateCarrierL_CTRG_rain" }; }; }; class UniformSlotInfo { slotType=0; linkProxy="-"; }; class CfgVehicles { class B_Soldier_F; class B_soldier_AR_F; class B_Soldier_SL_F; class B_Soldier_01_rain_f: B_Soldier_F { author="Rabid Squirrel"; _generalMacro="B_Soldier_base_F"; scope=1; displayName="Rifleman 1 (Rain)"; model="\A3\characters_F\BLUFOR\b_soldier_01.p3d"; uniformClass="rs_B_CombatUniform_mcam_rain"; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; class B_Soldier_02_rain_f: B_soldier_AR_F { author="Rabid Squirrel"; _generalMacro="B_Soldier_02_f"; scope=1; displayName="Rifleman 2 (Rain)"; model="\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass="rs_B_CombatUniform_mcam_tshirt_rain"; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; class B_Soldier_03_rain_f: B_Soldier_SL_F { author="Rabid Squirrel"; _generalMacro="B_Soldier_03_f"; scope=1; displayName="Rifleman 3 (Rain)"; model="\A3\characters_F\BLUFOR\b_soldier_03.p3d"; uniformClass="rs_B_CombatUniform_mcam_vest_rain"; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; }; class CfgWeapons { class UniformItem; class HeadgearItem; class Vest_Nocamo_Base; class U_B_CombatUniform_mcam; class U_B_CombatUniform_mcam_tshirt; class U_B_CombatUniform_mcam_vest; class V_PlateCarrier1_rgr: Vest_Nocamo_Base { class ItemInfo; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { class ItemInfo; }; class V_PlateCarrier2_blk; class V_PlateCarrier3_rgr: Vest_Nocamo_Base { class ItemInfo; }; class V_PlateCarrier1_blk; class V_PlateCarrier_Kerry: V_PlateCarrier1_rgr { class ItemInfo; }; class V_PlateCarrierL_CTRG; class V_PlateCarrierH_CTRG; class H_HelmetB; class H_HelmetB_paint; class H_HelmetB_light; class H_HelmetB_plain_mcamo; class H_HelmetB_plain_blk; class H_HelmetSpecB; class H_HelmetSpecB_paint1; class H_HelmetSpecB_paint2; class H_HelmetSpecB_blk; class H_HelmetSpecB_snakeskin; class H_HelmetSpecB_sand; class H_Helmet_Kerry; class H_HelmetB_grass; class H_HelmetB_snakeskin; class H_HelmetB_desert; class H_HelmetB_black; class H_HelmetB_sand; class H_HelmetB_light_grass; class H_HelmetB_light_snakeskin; class H_HelmetB_light_desert; class H_HelmetB_light_black; class H_HelmetB_light_sand; class rs_B_CombatUniform_mcam_rain: U_B_CombatUniform_mcam { author="Rabid Squirrel"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="B_Soldier_01_rain_f"; containerClass="Supply40"; mass=40; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; }; class rs_B_CombatUniform_mcam_tshirt_rain: U_B_CombatUniform_mcam_tshirt { author="Rabid Squirrel"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="B_Soldier_02_rain_f"; containerClass="Supply40"; mass=40; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; }; class rs_B_CombatUniform_mcam_vest_rain: U_B_CombatUniform_mcam_vest { author="Rabid Squirrel"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="B_Soldier_03_rain_f"; containerClass="Supply40"; mass=40; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\clothing1_rain.rvmat" }; }; }; class rs_PlateCarrier1_rgr_rain: V_PlateCarrier1_rgr { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; class ItemInfo: ItemInfo { hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; }; class rs_PlateCarrier2_rgr_rain: V_PlateCarrier2_rgr { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; class ItemInfo: ItemInfo { hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; }; class rs_PlateCarrier2_blk_rain: V_PlateCarrier2_blk { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; class rs_PlateCarrier3_rgr_rain: V_PlateCarrier3_rgr { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; class ItemInfo: ItemInfo { hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; }; class rs_PlateCarrier1_blk_rain: V_PlateCarrier1_blk { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; class rs_PlateCarrier_Kerry_rain: V_PlateCarrier_Kerry { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; }; class rs_PlateCarrierL_CTRG_rain: V_PlateCarrierL_CTRG { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; class rs_PlateCarrierH_CTRG_rain: V_PlateCarrierH_CTRG { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\vests_rain.rvmat" }; }; class rs_HelmetB_rain: H_HelmetB { author="Rabid Squirrel"; scope=2; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; class ItemInfo: HeadgearItem { mass=30; uniformModel="\A3\Characters_F\BLUFOR\headgear_b_helmet_plain"; modelSides[]={3,1}; hiddenSelections[]= { "camo" }; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; class HitpointsProtectionInfo { class Head { hitpointName="HitHead"; armor=6; passThrough=0.5; }; }; }; }; class rs_HelmetB_paint_rain: H_HelmetB_paint { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_rain: H_HelmetB_light { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_plain_mcamo_rain: H_HelmetB_plain_mcamo { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_plain_blk_rain: H_HelmetB_plain_blk { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_rain: H_HelmetSpecB { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_paint1_rain: H_HelmetSpecB_paint1 { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_paint2_rain: H_HelmetSpecB_paint2 { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_blk_rain: H_HelmetSpecB_blk { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_snakeskin_rain: H_HelmetSpecB_snakeskin { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetSpecB_sand_rain: H_HelmetSpecB_sand { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_Helmet_Kerry_rain: H_Helmet_Kerry { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_grass_rain: H_HelmetB_grass { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_snakeskin_rain: H_HelmetB_snakeskin { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_desert_rain: H_HelmetB_desert { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_black_rain: H_HelmetB_black { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_sand_rain: H_HelmetB_sand { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_grass_rain: H_HelmetB_light_grass { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_snakeskin_rain: H_HelmetB_light_snakeskin { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_desert_rain: H_HelmetB_light_desert { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_black_rain: H_HelmetB_light_black { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; class rs_HelmetB_light_sand_rain: H_HelmetB_light_sand { author="Rabid Squirrel"; scope=2; hiddenSelectionsMaterials[]= { "rain_tex\Blufor\Data\equip1_rain.rvmat" }; }; }; Thanks in Advance! EDIT: It doesn't happen with the Uniform, that seems to be the only reliable one (The texture will show everytime). Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted August 18, 2016 UPDATE: So it would seem that it isn't loading the custom .rvmats at all, judging by how the textures are loading in very flat. However I am not getting any error like ".rvmat cannot be loaded" or ".rvmat is missing". The .rpt log is clear as well... Arma seems to think everything is fine when it clearly isn't. Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted August 19, 2016 UPDATE 2: I moved the whole mod over to the P Drive and attempted to repack it there. Still no go. The .rvmats are still not loading, but with no error to accompany it. Share this post Link to post Share on other sites
Jackal326 1181 Posted August 19, 2016 Have you tried putting a \ at the beginning of each path to the rvmats. e.g. hiddenSelectionsMaterials[]= { "\rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; Try it, you may find the results surprise you... Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted August 20, 2016 Have you tried putting a \ at the beginning of each path to the rvmats. e.g. hiddenSelectionsMaterials[]= { "\rain_tex\Rifles\MX\Data\xmx_short_rain.rvmat" }; Try it, you may find the results surprise you... No Joy :( Should I add those inside the rvmats as well? EDIT: So I added those inside the rvmat as well and it started giving the error that it couldn't load the '.paa' textures, so I assume that they ('\') shouldn't be inside the rvmats as well: 11:50:24 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\xmx_long_rain_nohq.paa. 11:50:24 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\xmx_long_rain_smdi.paa. 11:50:43 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\xmx_short_rain_nohq.paa. 11:50:43 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\xmx_short_rain_smdi.paa. 11:50:46 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\xmx_lmg_rain_nohq.paa. 11:50:46 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\xmx_lmg_rain_smdi.paa. 11:50:49 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\xmx_base_rain_nohq.paa. 11:50:49 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\xmx_base_rain_smdi.paa. 11:50:52 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\glx_rain_nohq.paa. 11:50:52 Warning Message: Cannot load texture \rain_tex\rifles\mx\data\glx_rain_smdi.paa. Current rvmat for Reference: class StageTI { texture="a3\weapons_f\rifles\mx\data\xmx_base_ti_ca.paa"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.12800001,0.127,0.125,1}; specularPower=145; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="rain_tex\Rifles\MX\Data\xmx_base_rain_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={8,0,0}; up[]={0,8,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage4 { texture="a3\weapons_f\rifles\mx\data\xmx_base_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage5 { texture="rain_tex\Rifles\MX\Data\xmx_base_rain_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,16,2,2)fresnel(10.4,8.3)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage7 { texture="a3\data_f\env_land_co.paa"; useWorldEnvMap="true"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted August 20, 2016 It's just so strange, I've done this for a custom model of mine with absolutely no issue, and I have made custom rvmats for other Bohemia assets before, which are also working fine... it's just this that has no interest in co-operating. UPDATE: So as it turns out, I've been chasing my tail on this one, it would seem that I haven't noticed I have had this problem on my other re-texture mods as well, the difference is that the effects are much more notice-able here, which is why I picked it up this time around. The only thing that doesn't seem to have this problem is my Custom Weapon. So this might be a actual bug, or maybe I've been doing something wrong with all my retextures... but the strange thing is that the new colour map loads without issue, which means that this must be linked directly to "hiddenSelectionsMaterials" and how they load with Bohemia's models. The fact that they work sometimes, and don't work other times is just extremely strange though. Share this post Link to post Share on other sites
Jackal326 1181 Posted August 20, 2016 So this might be a actual bug, or maybe I've been doing something wrong with all my retextures... but the strange thing is that the new colour map loads without issue, which means that this must be linked directly to "hiddenSelectionsMaterials" and how they load with Bohemia's models. The fact that they work sometimes, and don't work other times is just extremely strange though. hiddenSelectionsMaterials has always been wonky as fuck, given that uniforms that utilise the parameter are then excluded from any form of wound textures/rvmats being applied when the unit is hurt. Its an engine limitation apparently, but a pretty hefty one that needs resolving...(and still hasn't been) I realise this doesn't help you in any way, but it may help you (and others) realise that the parameter is best avoided if possible (at least until the engine-side issues are fixed - if ever)... 1 Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted August 22, 2016 hiddenSelectionsMaterials has always been wonky as fuck, given that uniforms that utilise the parameter are then excluded from any form of wound textures/rvmats being applied when the unit is hurt. Its an engine limitation apparently, but a pretty hefty one that needs resolving... I realise this doesn't help you in any way, but it may help you (and others) realise that the parameter is best avoided if possible (at least until the engine-side issues are fixed - if ever)... Thanks for the heads up. As it turns out, it seems to display fine when pulled in from a script... the entire point of this venture was to have it so that the uniforms, vests, helmets, weapons etc. display a texture for when it is raining, and funnily enough it works fine in-game with the script, but Arsenal never displays it properly. Regardless it is working enough now to have this venture deemed as a success (sort of :mellow: ). I guess this serves as a proof of concept that it could be done if we wanted to have it done: http://steamcommunity.com/sharedfiles/filedetails/?id=748534644 I guess I'll just hide the stuff in Arsenal, and just have it show up when the function is run, which was the end goal anyway. Thanks for the Info, Help and Suggestions anyway :) Share this post Link to post Share on other sites