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marki980908

Retexturing not working?

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Evening, I have made a white retexture for Contact DLC Tracksuit. I entered the game, my "modded" tracksuit is there, however it doesnt seem to work, it is still black.
I did set my texture location correctly (because before I didnt and it gave me error, so I know now its good)
Here is my config file:
 

class cfgWeapons
{	
	class None;
    class U_O_R_Gorka_01_black_F;

	class Uniform_Gorka_White: U_O_R_Gorka_01_black_F
    {
        author = "Marki";
        displayName = "Gorka (White)";
		
        hiddenSelectionsTextures[] = {"ODIN_Uniforms\Data\Uniform_Gorka_White.paa"};
    };
	
};

 

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the hiddenSelectionsTexture parameter for uniforms defines the texture used on the bundled model, which is the uniform when it is dropped on the ground. For your new texture to apply to the actual model as it is worn by a unit you must apply the hiddenSelectionsTexture parameter to a UNIT that wears it:

Here is an example:

class cfgWeapons
{
	class VestItem;
	class HeadgearItem;
	class ItemUniform;
	class U_I_CombatUniform;
	class U_I_CombatUniform_shortsleeve;
	class U_I_OfficerUniform;
	class U_C_Poor_1;
	class U_IG_leader;
	class U_B_survival_uniform;
	class Vest_Camo_Base;
	class V_PlateCarrier1_rgr;
	class V_PlateCarrier2_rgr;
	class V_PlateCarrier_Kerry;
	class H_HelmetB_light;
	class H_HelmetSpecB;

	class InventoryItem_Base_F;
	class ItemCore;
	class UniformItem;
	class Uniform_Base;
  
//>>>>>>>>>>>>>>>>UNIFORMS
  	class SSQN_CryeCombatUniform_MCM_Uniform: Uniform_Base
	{
		author = "S Squadron";
		scope = 2;
		displayName = "Crye Combat Uniform 1 (Multicam)";
		picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
		model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
		DLC = "SSQN";
		hiddenSelections[] = {"camo"};
		hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa"};
		class ItemInfo: UniformItem
		{
			uniformModel = "-";
			uniformClass = "SSQN_CryeCombatUniform_MCM";
			containerClass = "Supply40";
			mass = 40;
		};
	};
};

class CfgVehicles
{
	class I_soldier_F;
	class I_G_Soldier_SL_F;
	class I_Soldier_02_F;
	class B_Soldier_base_F;
	class B_Soldier_02_f;
	class B_sniper_F;
	class b_soldier_survival_F;
	class B_AssaultPack_rgr;
	class B_AssaultPack_Kerry;
	class B_Kitbag_rgr;
	class B_TacticalPack_rgr;
	class B_Carryall_cbr;
  
  	class SSQN_CryeCombatUniform_MCM: B_Soldier_F
	{
		author = "S Squadron";
		identityTypes[] = {"LanguageENGB_F","Head_NATO","G_NATO_default"};
		scope = 1;
		faceType = "Man_A3";
		side = 1;
		vehicleClass = "SSQN_Men";
		faction = "SSQN_Faction";
		displayName = "Trooper Crye Combat Uniform 1 (Multicam)";
		uniformClass = "SSQN_CryeCombatUniform_MCM_Uniform";

		model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
		modelSides[] = {3,2,1,0};

		hiddenSelections[] = {"Camo","insignia"};
		hiddenSelectionsTextures[] = {"\SSQN_Equipment\Data\crye_clothing_mcm_co.paa"};
		hiddenSelectionsMaterials[] = {"\SSQN_Equipment\Data\crye_clothing.rvmat"};
		//backpack = "";
		weapons[] = {"Throw","Put","Binocular"};
		respawnWeapons[] = {"Throw","Put","Binocular"};
		magazines[] = {};
		respawnMagazines[] = {};
		linkedItems[] = {"ItemMap","ItemGPS","ItemCompass","ItemWatch","ItemRadio"};
		respawnLinkedItems[] = {"ItemMap","ItemGPS","ItemCompass","ItemWatch","ItemRadio"};

		class Wounds
		{
			tex[] = {};
			mat[] = {
				"SSQN_Equipment\Data\crye_clothing.rvmat","SSQN_Equipment\Data\crye_clothing_injury.rvmat","SSQN_Equipment\Data\crye_clothing_injury.rvmat",
				"A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat",
				"A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat",
				"A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"
			};
		};
	};
};

EDIT: Please note that the above coded unit is hidden in the editor (scope=1;), if you want your unit to show in the editor then change that value to 2.

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Thanks, I am just trying to figure out, what everything in your code means, I think I will manage

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