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Teutch

problem in retexturing RHS

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Hi i would like to retexture a helmet on rhs (the m56 helmet)
I've been trying to get it to work, but my mod is forcing the default texture of this helmet. What did I do wrong ?

 

 

class cfgWeapons
{
    class rhsgref_M56;
    class Teutch_m56: rhsgref_M56
    {
        scope=0;
        scopeCurator=0;
        scopeArsenal=0;
        class ItemInfo;
    };
    class Teutch_m56_gdr: Teutch_m56
    {
        scope=2;
        scopeCurator=2;
        scopeArsenal=2;
        displayName="M56 (GDR)";
        picture = "\Teutch\logo.paa";
        author="Teutch";
        hiddenSelectionsTextures[]=
        {
            "\Teutch\data\M56_gdr_co.paa"
        };
        class ItemInfo: ItemInfo
        {
            hiddenSelectionsTextures[]=
            {
                "\Teutch\data\M56_gdr_co.paa"
            };
        };
    };

};

 

 

 

Thank you in advance!

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If anyone can help me it would be great, I've tried lots of things and it doesn't work.

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I'm assuming (and I don't like to assume things, it just ends up making an ASS out of 'U' and 'ME') that the cfgPatches part of your config is correctly set up?

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8 hours ago, Jackal326 said:

I'm assuming (and I don't like to assume things, it just ends up making an ASS out of 'U' and 'ME') that the cfgPatches part of your config is correctly set up?

Thx for your answer ! Yes I think so, how can I be sure? Do you think this is the source of the error ?

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Well I really can't do it by hand, is there another way to do it ?

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I have retextured several other rhs headgears on this same config file, and all work well except this one, there must be something wrong with this line of code :

 

 

class cfgWeapons
{
    class ItemCore;
    class HeadgearItem;
    class H_HelmetB;
    class Uniform_Base;
    class UniformItem;

 

 

    class Teutch_m56_gdr: H_HelmetB
    {
        author="Teutch";
        scope=2;
        displayName="M56 (GDR)";
        picture="\Teutch\logo.paa";
        hiddenSelections[]=
        {
            "Camo2"
        };
        hiddenSelectionsTextures[]=
        {
            "\teutch\data\Teutch_m56_gdr.paa"
        };
        class itemInfo: HeadgearItem
        {
            hiddenSelections[]=
            {
                "camo2"
            };
            hiddenSelectionsTextures[]=
            {
                "\teutch\data\Teutch_m56_gdr.paa"
            };
            mass=5;
            uniformModel="\rhsgref\addons\rhsgref_infantry\gear\head\M56.p3d";
            allowedSlots[]={801,901,701,605};
            modelSides[]={3,1};
        };
    };

};

 

 

If anyone can give me a hand I would be eternally grateful!

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I'm making a very late reply but I've finally understood why and I want to help any small retexturers like me.

Some items are simply impossible to retexture with some modders who put interdictions on them for reasons that escape me.

This is indeed the case of the m56, alice webbing, bdu, and other in RHS mods.
I'm happy to save you some time !

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16 hours ago, Teutch said:

Some items are simply impossible to retexture with some modders who put interdictions on them for reasons that escape me.

To be honest it is perfectly acceptable if mod creators DON'T want people making re-textures of their work (in my opinion).

It should be considered a BONUS if mod creators add hiddenselections/materials etc. to their work, not an expectation...

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On 5/29/2023 at 4:51 PM, Jackal326 said:

not an expectation

I couldn't agree more my good man, it's just sad that within a same mod, some are "retexturable" and others are not.

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I suppose it comes down to one of two things, or perhaps a combination of the two:

  1. RHS is a combined team effort with different parts being made by different people. As such, each has their own methods and requirements for what they are making.
  2. The overall needs of the mod itself - do they require retextures of this one vest/helmet/whatever? If not its quicker/easier to not bother adding the named selections and hiddenselection defines. Granted, adding them in from the start makes things future-proof and saves time later if they decide to add other variants, but to each their own...

 

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