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Need some help with clothing with a custom texture

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I have made a new texture for the MTP combat fatigues. Is it possible to have this texture always appear on the clothing, even when it is dropped and picked up. Using setObjectTexture applies the texture to the combat fatigues, but that texture reverts back to default if I drop the combat fatigues and pick them up again. Maybe this can be achieved by defining a new class of clothing in CfgWeapons, but I don't know if that is possible using vanilla arma 3 and just scripts in the mission file. Additionally, I'd also want the clothing with the custom texture to be able to appear in the Virtual arsenal alongside the regular MTP combat fatigues. Let me know if this is possible. Many thanks

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39 minutes ago, EO said:

 

This guide will give you everything you need to achieve your goal.

https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide

 

Thank you very much for linking me this. I have read through it thorougly, however I am still somewhat confused. In my mission file's description.ext, I define cfgWeapons.hpp, and I add the class for the new uniform, however when I load up my mission and open the virtual arsenal, the uniform is not there. Any ideas on how to define the uniform so that it can appear in the mission. Many thanks

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Defining a new uniform in your mission file's description.ext is the wrong approach, if you want to a new retextured uniform to be available in the VA then you have to create an addon. I'd recommend reading the guide again my friend. 

If it's any help here is an example of what a config.cpp should look like for a retextured uniform... 

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 Fatigues";
		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 Fatigues";
		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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30 minutes ago, EO said:

Defining a new uniform in your mission file's description.ext is the wrong approach, if you want to a new retextured uniform to be available in the VA then you have to create an addon. I'd recommend reading the guide again my friend. 

If it's any help here is an example of what a config.cpp should look like for a retextured uniform... 


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 Fatigues";
		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 Fatigues";
		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"
			};
		};
	};
};

 

 

Issue is I am wanting to avoid using any addons, and use just vanilla ArmA 3, I guess the only possible option then is to use setObjectTexture on the uniform and make my own loadout selection menu. Thanks though

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