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ramon_dexter

how to create new retextured uniform?

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Ok, I want to create a new uniform, out of existing one. How do I do it?

 

Here's my code. When I try to equip it, the model don't show up, instead my unit shows naked.

class dx_U_fatigues_hex : Uniform_Base {

        scope = 2;

        displayName = "$STR_dx_U_fatigues_hex";

        descriptionShort = "$STR_descriptionShort_dx_U_fatigues_hex";

        model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";

        picture = "\A3\characters_f\data\ui\icon_U_OI_CombatUniform_ocamo_ca.paa";

        hiddenSelections[] = {"camo"};

        hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa"};

 

        class ItemInfo : UniformItem {

            mass = 45;

            containerClass = "Supply60";

            type = 801;

            uniformClass = "dx_U_fatigues_hex";

            uniformModel = "-";

            armor = 400;

 

            

        };

    };

 

This config doesn't work. No matter how I define it, the model just don't show up. What's the proper way to retexture existing uniform, creating a new inherited uniform?

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Well, all I'm looking for is just some guide on what has to be done when I want to make retextured uniform. Anyways, I managed to make it work by defin8g the units using the new uniform and defining the uniforms in CfgVehicles also.

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@ramon_dexter, Here is an example config for a little more reference, it's from one of my packs and adds a retexture to a CTRG unit from the Apex expansion.

class CfgPatches
{
	class eo_uniforms 
	{
		units[]={};
		weapons[]={};
		requiredVersion=0.1;
		requiredAddons[]=
		{
			"A3_Data_F_Exp"
		};
	};
};
class CfgWeapons
{
	class UniformItem;
	class U_B_CTRG_Soldier_F;
	class eo_bandit: U_B_CTRG_Soldier_F
	{
		scope=2;
		author="EO";
		displayName="EO Bandit Uniform";
		model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
		class ItemInfo: UniformItem
		{
			uniformmodel="-";
			uniformClass="eo_bandit";
			containerclass="Supply80";
			armor=50;
			mass=30;
		};
	};
};
class cfgVehicles
{
	class B_CTRG_Soldier_base_F;
	class eo_bandit: B_CTRG_Soldier_base_F
	{
		scope=1;
		displayName="EO Bandit Uniform";
		model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d";
		uniformClass="eo_bandit";
		hiddenSelections[]=
		{
			"camo",
			"insignia"
		};
		hiddenSelectionsTextures[]=
		{
			"\eo_uniforms\data\eo_bandit.paa"
		};
		class Wounds
		{
			tex[]={};
			mat[]=
			{
				"a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat",
				"A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat",
				"A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat"
			};
		};
	};
};	

 

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23 hours ago, EO said:

@ramon_dexter, Here is an example config for a little more reference, it's from one of my packs and adds a retexture to a CTRG unit from the Apex expansion.


class CfgPatches
{
	class eo_uniforms 
	{
		units[]={};
		weapons[]={};
		requiredVersion=0.1;
		requiredAddons[]=
		{
			"A3_Data_F_Exp"
		};
	};
};
class CfgWeapons
{
	class UniformItem;
	class U_B_CTRG_Soldier_F;
	class eo_bandit: U_B_CTRG_Soldier_F
	{
		scope=2;
		author="EO";
		displayName="EO Bandit Uniform";
		model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
		class ItemInfo: UniformItem
		{
			uniformmodel="-";
			uniformClass="eo_bandit";
			containerclass="Supply80";
			armor=50;
			mass=30;
		};
	};
};
class cfgVehicles
{
	class B_CTRG_Soldier_base_F;
	class eo_bandit: B_CTRG_Soldier_base_F
	{
		scope=1;
		displayName="EO Bandit Uniform";
		model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d";
		uniformClass="eo_bandit";
		hiddenSelections[]=
		{
			"camo",
			"insignia"
		};
		hiddenSelectionsTextures[]=
		{
			"\eo_uniforms\data\eo_bandit.paa"
		};
		class Wounds
		{
			tex[]={};
			mat[]=
			{
				"a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat",
				"A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat",
				"A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat"
			};
		};
	};
};	

 

Great, many thanks. Thats exactly what I was looking for.

Anyways, I got it working by defining the units with the new uniform (setting scope to protected, so they dont show up in editor) and also defining the uniforms in CfgVehicles.

  • Like 1

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