Arondight912 1 Posted July 27, 2019 Hello, not sure if this belongs in here or in the modelling section, and I wasn't able to find out through searching nor trial and error. Trying my hand at a reskin of one of the MICH Helmets from the RHS USF mod. I've got the texture file completed and ready to use, but when I try to do a texture check in game, through the setObjectTexture script, it still will not appear. I've tried applying it to components 0 through roughly 12, but no change. Can someone give me a break down of what the components of the helmet actually are? Thank you Share this post Link to post Share on other sites
Dedmen 2696 Posted July 29, 2019 On 7/27/2019 at 11:24 PM, Arondight912 said: through the setObjectTexture script mind showing us "the script"? You cannot retexture helmets via setObjectTexture, because you need to provide the object as argument to setObjectTexture, but you cannot get a reference to the helmet object. You need a mod with a config retexture. Share this post Link to post Share on other sites
Arondight912 1 Posted July 30, 2019 I have a mission folder for the purpose of testing the textures before I move further with putting together an addon. There are 2 textures in the root folder, one is a retexture of the mich helmet, the other is a retexture of the uh-60. Note, I am only attempting to reskin the MICH helmet, only trying the UH-60 to see what works. For the UH-60, I am using: Quote SetObjectTexture [0, "ss60_fuselage_co.paa"] This one works. For the mich, I am using Quote this setObjectTexture [0, "bare_mich_tan_norotos_arc_co2.paa"]; I've also tried using different object versions of the helmet. None of those work either. This is what I have so far: Share this post Link to post Share on other sites
Dedmen 2696 Posted July 30, 2019 9 hours ago, Arondight912 said: For the UH-60, I am using: no you don't. the left argument for setObjectTexture is missing. 9 hours ago, Arondight912 said: For the mich, I am using what is "this"? The helmet on the ground? in that case you retexturing the weapon holder, but a weapon holder doesn't have any textures. As I said you cannot retexture weapons (helmets, guns, items) using setObjectTexture, because you cannot get a reference to the object itself. Share this post Link to post Share on other sites
Arondight912 1 Posted August 2, 2019 Okay, so I've moved a bit further, trying to compile an addon so I can test the texture out. For reference, I am following this guide as much I can, considering I haven't done this before: When using BinPBO to attempt to compile the addon, I get a notification that there is an error in my config.cpp. The content of the config is as follows: enum {// = 2, // Error parsing: Empty enum nameDESTRUCTENGINE = 2,DESTRUCTDEFAULT = 6,DESTRUCTWRECK = 7,DESTRUCTTREE = 3,DESTRUCTTENT = 4,STABILIZEDINAXISX = 1,STABILIZEDINAXESXYZ = 4,STABILIZEDINAXISY = 2,STABILIZEDINAXESBOTH = 3,DESTRUCTNO = 0,STABILIZEDINAXESNONE = 0,DESTRUCTMAN = 5,DESTRUCTBUILDING = 1,}; class CfgPatches { class DetOneMICH { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"DetOne_mich_bare_norotos_arc_tan"}; }; }; class cfgWeapons { class Item_rhsusf_mich_bare_norotos_arc_tan; class HeadgearItem; class DetOne_mich_bare_norotos_arc_tan: Item_rhsusf_mich_bare_norotos_arc_tan {scope = 2;weaponPoolAvailable = 1; displayName = "DetOne Coyote MICH Norotos ARC"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = { {"camo"};hiddenSelectionsTextures[] = {"DetOneMICH\Data\bare_mich_tan_norotos_arc_co2.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "{DetOneMICH\Data\mich_bare_01_nor1_arc.p3d"}; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; }; Any ideas as far as what's not right in the config? I also do not have a P: partition on my hard drive. Is it absolutely necessary to create one? Share this post Link to post Share on other sites