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R3VD4L

Vehicle texture not applying ingame but shows up in the unit list. Config.cpp help

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At the moment this is my current code for the prowler i am reskinning:

 

    class Axion_prowler_AT: B_LSV_01_AT_F
    {
        author = "Ace Boyden";
		side = 1;
        scope = 2;
        crew = "Axion_Soldier_FUS";
		picture = "\addons\axion_icon.paa";
        faction = "Axion";
        displayName = "Axion Prowler AT";
        hiddenSelections[]= {"camo1","camo2","camo3","camo4"};
        hiddenSelectionsTextures[]= {"\addons\data\prowler_01_co.paa","\addons\data\prowler_02_co.paa","\addons\data\prowler_03_co.paa","\addons\data\prowler_04_co.paa"};
    };

But for some reason the texture isn't actually applying to the vehicle itself, i get no errors in rpt nor any when launching the game or spawning it. i have tried to change the file path, class name and even changed it to my other drives. nothing works. if anyone have a solution please let me know.

Also here is my addon requred 

 requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_Gamma", "A3_Characters_F_EPA", "A3_Characters_F_EPB", "A3_Characters_F_Enoch", "A3_Soft_F_Exp", "A3_Soft_F"};

and my class cfgVehicle 
 

class CfgVehicles {

    class LandVehicle;
    class B_Soldier_base_F;
    class B_LSV_01_AT_F;
    class B_LSV_01_unarmed_F;
    class B_LSV_01_armed_F;
    class B_MRAP_01_F; 
    class B_MRAP_01_gmg_F;
    class B_MRAP_01_hmg_F;

 

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3 minutes ago, Jackal326 said:

Why is 'addons' your PBO name?

as i just quickly change stuff i can't be bothered changing it to "Axion" at the moment but will do before publish

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Just now, R3VD4L said:

as i just quickly change stuff i can't be bothered changing it to "Axion" at the moment but will do before publish

So you're wondering why its not working, when you don't have a consistent PBO name? That is your first problem right there...

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Just now, Jackal326 said:

So you're wondering why its not working, when you don't have a consistent PBO name? That is your first problem right there...

The thing is, it works on all my other textures, but not the prowler.

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I just checked the config for the vehicle...

	class LSV_01_AT_base_F: LSV_01_base_F
	{
		author = "$STR_A3_Bohemia_Interactive";
		class SpeechVariants
		{
			class Default
			{
				speechSingular[] = {"veh_vehicle_armedcar_s"};
				speechPlural[] = {"veh_vehicle_armedcar_p"};
			};
		};
		textSingular = "$STR_A3_nameSound_veh_vehicle_armedcar_s";
		textPlural = "$STR_A3_nameSound_veh_vehicle_armedcar_p";
		nameSound = "veh_vehicle_armedcar_s";
		_generalMacro = "LSV_01_AT_base_F";
		scope = 0;
		scopeCurator = 0;
		displayName = "$STR_A3_CfgVehicles_LSV_01_AT_base_F0";
		overviewPicture = "\A3\Data_F_Exp\Images\VehicleProwler_ca.paa";
		DLC = "Expansion";
		memoryPointTaskMarker = "TaskMarker_2_pos";
		model = "\A3\Soft_F_Exp\LSV_01\LSV_01_AT_F.p3d";
		cost = 300000;
		hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"};
      [...]

Check the last line, your hiddenSelection names are incorrect.

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2 minutes ago, Jackal326 said:

I just checked the config for the vehicle...


	class LSV_01_AT_base_F: LSV_01_base_F
	{
		author = "$STR_A3_Bohemia_Interactive";
		class SpeechVariants
		{
			class Default
			{
				speechSingular[] = {"veh_vehicle_armedcar_s"};
				speechPlural[] = {"veh_vehicle_armedcar_p"};
			};
		};
		textSingular = "$STR_A3_nameSound_veh_vehicle_armedcar_s";
		textPlural = "$STR_A3_nameSound_veh_vehicle_armedcar_p";
		nameSound = "veh_vehicle_armedcar_s";
		_generalMacro = "LSV_01_AT_base_F";
		scope = 0;
		scopeCurator = 0;
		displayName = "$STR_A3_CfgVehicles_LSV_01_AT_base_F0";
		overviewPicture = "\A3\Data_F_Exp\Images\VehicleProwler_ca.paa";
		DLC = "Expansion";
		memoryPointTaskMarker = "TaskMarker_2_pos";
		model = "\A3\Soft_F_Exp\LSV_01\LSV_01_AT_F.p3d";
		cost = 300000;
		hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"};
      [...]

Check the last line, your hiddenSelection names are incorrect.

I just tried it and it didn't work..

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3 minutes ago, Jackal326 said:

I just checked the config for the vehicle...


	class LSV_01_AT_base_F: LSV_01_base_F
	{
		author = "$STR_A3_Bohemia_Interactive";
		class SpeechVariants
		{
			class Default
			{
				speechSingular[] = {"veh_vehicle_armedcar_s"};
				speechPlural[] = {"veh_vehicle_armedcar_p"};
			};
		};
		textSingular = "$STR_A3_nameSound_veh_vehicle_armedcar_s";
		textPlural = "$STR_A3_nameSound_veh_vehicle_armedcar_p";
		nameSound = "veh_vehicle_armedcar_s";
		_generalMacro = "LSV_01_AT_base_F";
		scope = 0;
		scopeCurator = 0;
		displayName = "$STR_A3_CfgVehicles_LSV_01_AT_base_F0";
		overviewPicture = "\A3\Data_F_Exp\Images\VehicleProwler_ca.paa";
		DLC = "Expansion";
		memoryPointTaskMarker = "TaskMarker_2_pos";
		model = "\A3\Soft_F_Exp\LSV_01\LSV_01_AT_F.p3d";
		cost = 300000;
		hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"};
      [...]

Check the last line, your hiddenSelection names are incorrect.

For refference this works and applies texture to the hunter.

 

    class Axion_Hunter_Unarmed: B_MRAP_01_F
    {
        author = "Ace Boyden";
		side = 1;
        scope = 2;
        crew = "Axion_Soldier_FUS";
		picture = "\addons\axion_icon.paa";
        faction = "Axion";
        displayName = "Axion M-ATV (Unarmed)";
        hiddenSelections[]= {"camo1","camo2","camo3","camo4"};
        hiddenSelectionsTextures[]= {"\addons\data\hunter_01_co.paa","\addons\data\hunter_02_co.paa","\addons\data\hunter_03_co.paa","\addons\data\hunter_04_co.paa"};
    };

 

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Yes, but the Hunter is not the Prowler, is it?

BI clearly decided to use different naming conventions, because who needs consistency, right?

You need to adjust:

hiddenSelections[]= {"camo1","camo2","camo3","camo4"};

to the (hopefully) correct:

hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"};

They're vehicle specific, just because your code works for one doesn't mean it will work for another. It might, but its not a guarantee.

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6 minutes ago, Jackal326 said:

Yes, but the Hunter is not the Prowler, is it?

BI clearly decided to use different naming conventions, because who needs consistency, right?

You need to adjust:


hiddenSelections[]= {"camo1","camo2","camo3","camo4"};

to the (hopefully) correct:


hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"};

They're vehicle specific, just because your code works for one doesn't mean it will work for another. It might, but its not a guarantee.

Tried it and it didn't work, no error in rpt, nor any when i launched or spawned it.

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Keep in mind the names are CaSe-SenSitIve. Adding an underscore to "camo1" and making it "camo_1" is not the same as "Camo_1"

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1 minute ago, Jackal326 said:

Keep in mind the names are CaSe-SenSitIve. Adding an underscore to "camo1" and making it "camo_1" is not the same as "Camo_1"

i tried both..

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OK, so I've dug a little deeper into the config of the Prowler and have come up with a further suggestion. Its just an idea but it takes me back to when I couldn't get a new LMG I was working on to show in the Arsenal and it was all to do with a baseWeapon config parameter that needed editing defining in my new class as the inherited value was conflicting.

 

Anyway, try adding this code:

 

		class TextureSources
		{
			class Axion
			{
				displayName = "Axion";
				author = "Your_Name";
				textures[] = {"\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\launcher_INDP_co.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\tubem_INDP_co.paa"};
				factions[] = {"BLU_T_F","BLU_F"};
			};
		};
		textureList[] = {"Black",0,"Olive",0,"Sand",0,"Dazzle",0,"Axion",1};

Its possible that for some reason TextureSources is overriding the hiddenSelections. Its unlikely but its possible...

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This may (or may not) help, but it's a working, published mod for a Prowler...

class CfgPatches
{
	class eo_rfg_survivor_prowler
	{
		requiredAddons[]=
		{
			"A3_Soft_F_Exp"
		};
		requiredVersion=0.1;
		units[]=
		{
			"eo_prowler_unarmed",
			"eo_prowler_armed"
		};
		weapons[]={};
	};
};
class CfgVehicles
{
	class LSV_01_unarmed_base_F;
	class LSV_01_armed_base_F;
	class eo_prowler_unarmed: LSV_01_unarmed_base_F
	{
		editorPreview="\A3\EditorPreviews_F_Exp\Data\CfgVehicles\B_T_LSV_01_armed_F.jpg";
		_generalMacro="eo_prowler_unarmed";
		scope=2;
		scopeCurator=2;
		DLC="Expansion";
		displayName="RFG Prowler (Unarmed)";
		side=1;
		faction="EO_RFG_Survivors";
		editorSubcategory="EdSubCat_Cars";
		crew="EO_S5";
		typicalCargo[]={};
		enableGPS=1;
		textureList[]=
		{
			"Ravaged",
			1
		};
		hiddenSelectionsTextures[]=
		{
			"\eo_rfg_survivor_prowler\data\eo_prowler1.paa",
			"\eo_rfg_survivor_prowler\data\eo_prowler2.paa",
			"\eo_rfg_survivor_prowler\data\eo_prowler3.paa",
			"\eo_rfg_survivor_prowler\data\eo_prowler4.paa"
		};
		class TransportMagazines
		{
		};
		class TransportItems
		{
			class _xx_FirstAidKit
			{
				name="FirstAidKit";
				count=5;
			};
		};
		class TransportWeapons
		{
		};
	};
	class eo_prowler_armed: LSV_01_armed_base_F
	{
		editorPreview="\A3\EditorPreviews_F_Exp\Data\CfgVehicles\B_T_LSV_01_armed_F.jpg";
		_generalMacro="eo_prowler_armed";
		scope=2;
		scopeCurator=2;
		DLC="Expansion";
		displayName="RFG Prowler (Armed)";
		side=1;
		faction="EO_RFG_Survivors";
		editorSubcategory="EdSubCat_Cars";
		crew="EO_S2";
		typicalCargo[]={};
		textureList[]=
		{
			"Ravaged",
			1
		};
		hiddenSelectionsTextures[]=
		{
			"\eo_rfg_survivor_prowler\data\eo_prowler1.paa",
			"\eo_rfg_survivor_prowler\data\eo_prowler2.paa",
			"\eo_rfg_survivor_prowler\data\eo_prowler3.paa",
			"\eo_rfg_survivor_prowler\data\eo_prowler4.paa"
		};
		class TransportMagazines
		{
		};
		class TransportItems
		{
			class _xx_FirstAidKit
			{
				name="FirstAidKit";
				count=5;
			};
		};
		class TransportWeapons
		{
		};
	};
};
class cfgMods
{
	author="EO";
	timepacked="1616081160";
};

 

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19 hours ago, Jackal326 said:

OK, so I've dug a little deeper into the config of the Prowler and have come up with a further suggestion. Its just an idea but it takes me back to when I couldn't get a new LMG I was working on to show in the Arsenal and it was all to do with a baseWeapon config parameter that needed editing defining in my new class as the inherited value was conflicting.

 

Anyway, try adding this code:

 


		class TextureSources
		{
			class Axion
			{
				displayName = "Axion";
				author = "Your_Name";
				textures[] = {"\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\launcher_INDP_co.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\tubem_INDP_co.paa"};
				factions[] = {"BLU_T_F","BLU_F"};
			};
		};
		textureList[] = {"Black",0,"Olive",0,"Sand",0,"Dazzle",0,"Axion",1};

Its possible that for some reason TextureSources is overriding the hiddenSelections. Its unlikely but its possible...

Thank you it finally works!



final:

 

    class Axion_prowler_HMG: B_LSV_01_armed_F
    {
        author = "Ace Boyden";
        _generalMacro = "B_LSV_01_armed_F";
		side = 1;
        scope = 2;
        crew = "Axion_Soldier_FUS";
		picture = "\addons\axion_icon.paa";
        faction = "Axion";
        displayName = "Axion Prowler HMG";
        hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"};
    	class TextureSources
		{
			class Axion
			{
				displayName = "Axion";
				author = "Ace Boyden";
				textures[] = {"\addons\data\prowler_01_CO.paa","\addons\data\prowler_02_CO.paa","\addons\data\prowler_03_CO.paa","\addons\data\prowler_04_CO.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\launcher_INDP_co.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\tubem_INDP_co.paa"};
				factions[] = {"BLU_T_F","BLU_F"};
			};
		};
		textureList[] = {"Black",0,"Olive",0,"Sand",0,"Dazzle",0,"Axion",1};
    };

 

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11 hours ago, R3VD4L said:

Thank you it finally works!

 

Glad it finally worked :thumbsup:

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