Jump to content
Sign in to follow this  
MemesMostDank_

Having problems making a vest retexture

Recommended Posts

Hi,

 

So i'm trying to make a plate carrier retexture, based on a met police CTSFO. I've done the texture to the best of my (limited) ability in GIMP2, and have converted it to a .paa. I have, however, appeared to have reached a standstill, because whenever I try to binarize my addon, it gives the much-feared "Error in config.cpp" warning.

 

My mod is located in P:

 

Path to textures and config.cpp is P:\HNL\DataP:\HNL\Data

 

Config:

class CfgPatches {
    class {HNL} {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F_BLUFOR"};
    };
};

class cfgWeapons {
    class Vest_Base;
    class VestItem;
    
    class example_PlateCarrier1_rgr : Vest_Base {
        scope = 2;
        displayName = "{SFO_Plate_Carrier}";
        picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
        model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"P:\HNL\data\SFO1_FINISHED1.paa"};
        
        class ItemInfo : VestItem { ;
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
            containerClass = "Supply100";
            mass = 50;
            armor = 5*0.5;
            passThrough = 0.7;
            hiddenSelections[] = {"camo"};
        };
    };
};

 

 

Would someone kindly help me get this binarized?

 

Thanks in advance,

 

Will

Share this post


Link to post
Share on other sites
7 hours ago, TitansWeasel said:

Are you sure this is right.

 

No, not at all :)

 

 

Is this what's causing the error? I hate to ask such an annoying question, but what would be wrong with this line that's causing it? I copy and pasted the config from a retexture guide, and added the semi colon at the end of that line myself, having read that all lines need to end with a semi colon.

Share this post


Link to post
Share on other sites

Im also a beginner and learning from try and error.

Not all lines need a ; at the end as far as i know.

You refer to the class vestitem with that first line. There you need no ;

Thats how i would write this part, its just an other formation style but i think its a bit clearer.

 

class ItemInfo : VestItem

{
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
            containerClass = "Supply100";
            mass = 50;
            armor = 5*0.5;
            passThrough = 0.7;
            hiddenSelections[] = {"camo"};

 };

Share this post


Link to post
Share on other sites
45 minutes ago, TitansWeasel said:

Im also a beginner and learning from try and error.

Not all lines need a ; at the end as far as i know.

You refer to the class vestitem with that first line. There you need no ;

Thats how i would write this part, its just an other formation style but i think its a bit clearer.

 

class ItemInfo : VestItem

{
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
            containerClass = "Supply100";
            mass = 50;
            armor = 5*0.5;
            passThrough = 0.7;
            hiddenSelections[] = {"camo"};

 };

Okay cheers. I'll try it out and tell you how it goes.

Share this post


Link to post
Share on other sites

Still not working. For reference, here's the new config.cpp

 

class CfgPatches {
    class {mod class name here} {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F_BLUFOR"};
    };
};

class cfgWeapons {
    class Vest_Base;
    class VestItem;
    
    class example_PlateCarrier1_rgr : Vest_Base {
        scope = 2;
        displayName = "{CTSFO_Vest}";
        picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
        model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"{HNL\Data}"};
        
        class ItemInfo : VestItem
{
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
            containerClass = "Supply100";
            mass = 50;
            armor = 5*0.5;
            passThrough = 0.7;
            hiddenSelections[] = {"camo"};
 };
        };
    };
};

Share this post


Link to post
Share on other sites

this is a snippet from a working retexture config i have, see if it helps:

 

Spoiler

#define private 0
#define protected 1
#define public 2

class CfgPatches
{
    class LF_AAFreplacer
    {
        author="LordFrith";
        name="AAF replacer";
        requiredAddons[]=
        {
            "A3_Characters_F"
        };
        requiredVersion=0.1;
        units[]=
        {
            "Vest_V_PlateCarrierIA1_BLK"
        };
        weapons[]=
        {
            "V_PlateCarrierIA1_BLK"
        };
    };
};

class CfgVehicles
{
    class Vest_Base_F;
    class Vest_V_PlateCarrierIA1_BLK: Vest_Base_F
    {
        scope= public;
        scopeCurator= public;
        displayName="GA Carrier lite (Black)";
        author="LordFrith";
        editorCategory="EdCat_Equipment";
        editorSubcategory="EdSubcat_Vests";
        vehicleClass="ItemsVests";
        class TransportItems
        {
            class V_PlateCarrierIA1_BLK
            {
                name="V_PlateCarrierIA1_BLK";
                count=1;
            };
        };
    };
};
class CfgWeapons
{
    class InventoryItem_Base_F;
    class ItemCore;
    class VestItem;
    class Vest_NoCamo_Base: ItemCore
    {
        class ItemInfo: VestItem
        {
        };
    };

    class V_PlateCarrierIA1_dgtl;
    class V_PlateCarrierIA1_BLK: V_PlateCarrierIA1_dgtl
    {    
        author="LordFrith";
        displayName="GA Carrier lite (Black)"
        scope= public;
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[]=
        {
            "\LF_AAFreplacer_F\data\LF_equip_AAFblk_vest.paa"
        };
    };
};

 

not an expert here ;) but check your cfgPatches matches, inherit from the main vest you're retexturing rather than 'vestBase', and i think the config vehicles entry is required for it to be map placable properly

 

EDIT: oh and your file paths...  "\modfolder\data\imageName.paa" , don't put {} on the inside of the ""

Share this post


Link to post
Share on other sites
3 minutes ago, lordfrith said:

this is a snippet from a working retexture config i have, see if it helps:

 

  Hide contents

#define private 0
#define protected 1
#define public 2

class CfgPatches
{
    class LF_AAFreplacer
    {
        author="LordFrith";
        name="AAF replacer";
        requiredAddons[]=
        {
            "A3_Characters_F"
        };
        requiredVersion=0.1;
        units[]=
        {
            "Vest_V_PlateCarrierIA1_BLK"
        };
        weapons[]=
        {
            "V_PlateCarrierIA1_BLK"
        };
    };
};

class CfgVehicles
{
    class Vest_Base_F;
    class Vest_V_PlateCarrierIA1_BLK: Vest_Base_F
    {
        scope= public;
        scopeCurator= public;
        displayName="GA Carrier lite (Black)";
        author="LordFrith";
        editorCategory="EdCat_Equipment";
        editorSubcategory="EdSubcat_Vests";
        vehicleClass="ItemsVests";
        class TransportItems
        {
            class V_PlateCarrierIA1_BLK
            {
                name="V_PlateCarrierIA1_BLK";
                count=1;
            };
        };
    };
};
class CfgWeapons
{
    class InventoryItem_Base_F;
    class ItemCore;
    class VestItem;
    class Vest_NoCamo_Base: ItemCore
    {
        class ItemInfo: VestItem
        {
        };
    };

    class V_PlateCarrierIA1_dgtl;
    class V_PlateCarrierIA1_BLK: V_PlateCarrierIA1_dgtl
    {    
        author="LordFrith";
        displayName="GA Carrier lite (Black)"
        scope= public;
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[]=
        {
            "\LF_AAFreplacer_F\data\LF_equip_AAFblk_vest.paa"
        };
    };
};

 

not an expert here ;) but check your cfgPatches matches, inherit from the main vest you're retexturing rather than 'vestBase', and i think the config vehicles entry is required for it to be map placable properly

Okay cheers. I'm doing the vest for a community and so it will be obtained from VA but I'll have a look at the other stuff. You're a lifesaver.

Share this post


Link to post
Share on other sites

If you're not already using this resource, you should https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration

 

An example of what can be found there

 

class cfgWeapons
{
    class ItemCore;
    class VestItem;
    class Vest_Camo_Base: ItemCore
    {
        author = "Bohemia Interactive";
        scope = 0;
        weaponPoolAvailable = 1;
        allowedSlots[] = {901};         // This means the vest can be put into a backpack.
        picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
        model = "\A3\Weapons_F\Ammo\mag_univ.p3d";
        hiddenSelections[] = {"camo"};
        class ItemInfo: VestItem
        {
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
            hiddenSelections[] = {"camo"};
            containerClass = Supply0;
            mass = 0;

            class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
            {
                class Body
                {
                     hitPointName = "HitBody";
                     armor = 0;
                     passThrough = 1;
                };
            };
        };
    };
};

 

And the updated hitpoints system that replaces part of the above

 

			class HitpointsProtectionInfo
			{
				class Neck
				{
					hitpointName	= "HitNeck"; // reference to the hit point class defined in the man base class
					armor		= 8; // addition to armor of referenced hitpoint
					passThrough	= 0.5; // multiplier of base passThrough defined in referenced hitpoint
				};
				class Arms
				{
					hitpointName	= "HitArms";
					armor		= 8;
					passThrough	= 0.5;
				};
				class Chest 
				{
					hitpointName	= "HitChest"; 
					armor		= 24; 
					passThrough	= 0.1; 
				};
				class Diaphragm
				{
					hitpointName	= "HitDiaphragm";
					armor		= 24;
					passThrough	= 0.1;
				};
				class Abdomen
				{
					hitpointName	= "HitAbdomen"; 
					armor		= 24;
					passThrough	= 0.1;
				};
				class Body
				{
					hitpointName	= "HitBody";
					passThrough	= 0.1;
				};

 

  • Like 1

Share this post


Link to post
Share on other sites

congratulations!!

So you let us see the final code? in this way everybody can learn something.

Share this post


Link to post
Share on other sites

I'll paste it now.

---code---

class cfgWeapons
{
    class ItemCore;
    class Vest_Camo_Base: ItemCore
    {
        class ItemInfo;
    };
    class V_vest_new: Vest_Camo_Base
    {
        author = "Will_Astle";
        scope = 2;
        displayName = "CTSFO";
        picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
        model = "\A3\Characters_F\BLUFOR\V_PlateCarrier1_rgr";
        hiddenSelectionsTextures[] = {"P:\HNL\Data\SFO1_FINISHED1"};
        class ItemInfo: ItemInfo
        {
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";          
            containerClass = Supply80;     
            mass = 15;
            
            class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
            {
                class Chest
                {
                     hitPointName = "HitChest";
                     armor = 16;
                     passThrough = 0.3;
                };
            };
        };
    };
};

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
Sign in to follow this  

×