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Texture issues with cfgFaces

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Hello guys!


I'm configuring a new face for a future project, using procedural textures, and I could use some help on a weird problem I have...

The textures and materials are applied correctly to the head, but the skin on the arms and legs of the unit behave differently. It's a black texture combined to a metal rvmat :


class CfgFaces {
	class Default;
	class Man_A3 : Default {
		class Default;
		class test_face : Default {
			name = "test";
			displayname = "test";
			texture = "#(rgb,8,8,3)color(0,0,0,1)";
			textureHL = "#(rgb,8,8,3)color(0,0,0,1)";
			textureHL2 = "#(rgb,8,8,3)color(0,0,0,1)";

			material = "a3\structures_f\data\metal\Metalclean1.rvmat";
			materialHL = "a3\structures_f\data\metal\Metalclean1.rvmat";
			materialHL2 = "a3\structures_f\data\metal\Metalclean1.rvmat";

			materialWounded1 = "a3\structures_f\data\metal\Metalclean1.rvmat";
			materialWounded2 = "a3\structures_f\data\metal\Metalclean1.rvmat";

			identityTypes[] = {"test_id"};


Something definitely happens to the arms and legs, as they appear a tiny bit darker than usual...






What am I missing? ^^

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Apparently all the tutorials about cfgFaces have the same error : materialHL2 seems to be an incorrect/obsolete entry, materialHL1 should be used instead.

  • Thanks 2

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