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marki980908

Uniform retexture not showing up

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Evening, I am trying to retexture Parade uniform, but I have no idea what I am doing wrong

And here is my code more or less in regards of Cfg Vehicles
 

Spoiler

class CfgVehicles 
{
	class B_Soldier_F; 
    class U_I_ParadeUniform_01_AAF_decorated_F;
    class U_B_ParadeUniform_01_US_F;
	class Uniform_Argentinian_Parade_1: U_I_ParadeUniform_01_AAF_decorated_F  //Match with Uniform
    {
        author = "Marki"; 
        _generalMacro = "B_soldier_F"; 
        scope = 1; 
        displayName = "Odin Soldier"; 
        identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
        genericNames = "NATOMen"; 
        faction = "ODIN_Demo";
        uniformClass = "MF_Uniform_Argentinian_Parade_1";            
        hiddenSelectionsTextures[] = {"MF_Uniforms\Data\Uniform_Argentinian_Parade.paa","MF_Uniforms\Data\Uniform_Argentinian_Parade.paa","MF_Uniforms\Data\Uniform_Argentinian_Parade.paa","MF_Uniforms\Data\Parade_Ribbon_Hilt.paa","MF_Uniforms\Data\Parade_Nametag_Hilt.paa"};   //Actual Texture 
         weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; 
        respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; 
        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
        linkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    };

    class Uniform_Argentinian_Parade_2: U_B_ParadeUniform_01_US_F  //Match with Uniform
    {
        author = "Marki"; 
        _generalMacro = "B_soldier_F"; 
        scope = 1; 
        displayName = "Odin Soldier"; 
        identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
        genericNames = "NATOMen"; 
        faction = "ODIN_Demo";
        uniformClass = "MF_Uniform_Argentinian_Parade_2";           
        hiddenSelectionsTextures[] = {"MF_Uniforms\Data\Uniform_Argentinian_Parade.paa","MF_Uniforms\Data\Uniform_Argentinian_Parade.paa","MF_Uniforms\Data\Uniform_Argentinian_Parade.paa"};   //Actual Texture 
         weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; 
        respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; 
        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
        linkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    };
};

 

 

My character is basically naked after trying to equip the uniform

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That is because you're defining a uniform in cfgVehicles. The uniform should be in cfgWeapons with a corresponding unit class in cfgVehicles...

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4 hours ago, Jackal326 said:

That is because you're defining a uniform in cfgVehicles. The uniform should be in cfgWeapons with a corresponding unit class in cfgVehicles...

This is how it looks in cfg weapons
 

Spoiler

class cfgWeapons 
{ 
	class ItemCore; 
    class UniformItem;
    class H_ParadeDressCap_01_AAF_F;
    class U_I_ParadeUniform_01_AAF_decorated_F;
    class U_B_ParadeUniform_01_US_F;

    class Uniform_Base: ItemCore 
    { 
        class ItemInfo; 
    }; 
    
    class MF_Uniform_Argentinian_Parade_1: U_I_ParadeUniform_01_AAF_decorated_F 
    { 
        scope = 2; 
        displayName = "Parade Uniform (Leader)"; 
        picture = "MF_Uniforms\icon.paa"; 
        model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; 
        class ItemInfo : UniformItem
        { 
            uniformClass = "Uniform_Argentinian_Parade_1";
            containerClass = "Supply50"; 
            mass = 30; 
        }; 
    };

    class MF_Uniform_Argentinian_Parade_2: U_B_ParadeUniform_01_US_F 
    { 
        scope = 2; 
        displayName = "Parade Uniform (Officer)"; 
        picture = "MF_Uniforms\icon.paa"; 
        class ItemInfo : UniformItem
        { 
            uniformClass = "Uniform_Argentinian_Parade_2"; 
            containerClass = "Supply50"; 
            mass = 30; 
        }; 
    };
};
    

 

 

Isnt this defined?

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OK, so then why are you inheriting from cfgWeapons uniform classes in cfgVehicles?

class CfgVehicles 
{
      class B_Soldier_F; // a SOLDIER CLASS (this one is correct for the cfgClass)
      class U_I_ParadeUniform_01_AAF_decorated_F; // a uniform class
      class U_B_ParadeUniform_01_US_F; // a uniform class
      class Uniform_Argentinian_Parade_1: U_I_ParadeUniform_01_AAF_decorated_F  // these are both uniform classes
      {
[...]

The annotated classes would need to be the relevant cfgVehicles unit entries instead of the uniform classes...

 

Also, with the line...

model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; 

...all of your uniforms will look like the default independent uniforms, but given the class names I'm assuming you're trying to retexture the Dress Uniforms added from the Art of War DLC? 

 

And not to nit-pick, but not using the correct texture-naming conventions in conjunction with the correct texture type (in this case I imagine '_co' would suffice) makes me sad. When converting your texture make sure its named as 'Uniform_Argentinian_Parade_co.format' (where '.format is presumably .TGA or .PNG, if you say JPG I'll be even more sad). This will ensure when Image2PAA does its conversion business you get the correct filtering and (hopefully) don't lose any/much detailing etc.

 

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