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Having problems making a vest retexture

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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

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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.

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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"};

 };

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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.

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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"};
 };
        };
    };
};

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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 ""

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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.

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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

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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;
                };
            };
        };
    };
};

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