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Clavicula_nox4817

A couple of questions

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I'm working on changing textures around and I have no idea how to make something into a seperate entry in the mission editor.

For example, what I'v done so far is change the unit patch to USASOC and I can get it ingame by simply overwriting the default .pbo, but I want to be able to leave the defaults alone and just make something like:

BlueFor/Soldiers/RiflemanUSASOC or something like that. I don't know what generates config.cpp, and if I had that, I don't know what to do with it. The same goes for config.bin and I just honestly have no idea what to do right now, I don't know what files need to be included in the .pbo and I don't know how to make seperate classes or entries.

Any help, suggestions, or something to point me in the right direction?

*edit*

Also, is there a way to assign multiple textures to a model so that it randomly chooses from one of the textures? I had some ideas to do some helmet artwork or IBA artwork, but didn't want every grenadier in the game to have a big dragon drawn onto or jumpwings sewn onto his IBA.

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Well, I took the config.cpp from the marpat addon and changed all the class values to suit my needs,and everything shows up in the editor.

Next problem is that the editor is trying to reference the marpat textures, and I'm not sure where to change the reference or how to get it to reference my textures. I'v been looking around the OfP tutorials, but haven't found anything useful for this problem.

*edit*

every .pbo i unpack has a $PBOPREFIX$ file, but I'v read that it shouldn't go in the .pbo folder and when I do it locks up my computer.

This is what my config.cpp look slike.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches

{

class USASOC

{

units[] = { "soc_SoldierWB","soc_SoldierWG","soc_SoldierWMedic","soc_SoldierWAR",

"soc_SoldierWMG","soc_SoldierWAT","soc_SoldierWAA","soc_SoldierWSniper",

"soc_SoldierWSaboteurPipe","soc_SoldierWSaboteurPipe2",

"soc_SoldierWSaboteurRecon","soc_SoldierWSaboteurAssault",

"soc_SoldierWSaboteurMarksman","soc_SoldierWMiner",

"soc_SquadLeaderW","soc_TeamLeaderW","soc_OfficerW","soc_SoldierWPilot",

"soc_SoldierWCrew"

};

weapons[] = {};

requiredVersion = 0.100000;

requiredAddons[] = {"CAData","CACharacters","CAWeapons"};

};

};

class CfgVehicleClasses

{

class USASOC_Soldiers

{

displayName = "USASOC";

};

};

class CfgVehicles

{

/*extern*/ class SoldierWB;

class soc_SoldierWB: SoldierWB

{

model = "\USASOC\us_soldier_b";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWG;

class soc_SoldierWG: SoldierWG

{

model = "\USASOC\us_soldier_g";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWMedic;

class soc_SoldierWMedic: SoldierWMedic

{

model = "\USASOC\us_soldier_medic";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWAR;

class soc_SoldierWAR: SoldierWAR

{

model = "\USASOC\us_soldier_ar";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWMG;

class soc_SoldierWMG: SoldierWMG

{

model = "\USASOC\us_soldier_mg";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWAT;

class soc_SoldierWAT: SoldierWAT

{

model = "\USASOC\us_soldier_at";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWAA;

class soc_SoldierWAA: SoldierWAA

{

model = "\USASOC\us_soldier_at";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWSniper;

class soc_SoldierWSniper: SoldierWSniper

{

model = "\USASOC\us_soldier_sniper";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWSaboteurPipe;

class soc_SoldierWSaboteurPipe: SoldierWSaboteurPipe

{

model = "\USASOC\us_soldier_sabot";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWSaboteurPipe2;

class soc_SoldierWSaboteurPipe2: SoldierWSaboteurPipe2

{

model = "\USASOC\us_soldier_sabot";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWSaboteurRecon;

class soc_SoldierWSaboteurRecon: SoldierWSaboteurRecon

{

model = "\USASOC\us_soldier_sabot";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWSaboteurAssault;

class soc_SoldierWSaboteurAssault: SoldierWSaboteurAssault

{

model = "\USASOC\us_soldier_sabass";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWSaboteurMarksman;

class soc_SoldierWSaboteurMarksman: SoldierWSaboteurMarksman

{

model = "\USASOC\us_soldier_sabmark";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWMiner;

class soc_SoldierWMiner: SoldierWMiner

{

model = "\USASOC\us_soldier_mine";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SquadLeaderW;

class soc_SquadLeaderW: SquadLeaderW

{

model = "\USASOC\us_soldier_sqleader";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class TeamLeaderW;

class soc_TeamLeaderW: TeamLeaderW

{

model = "\USASOC\us_soldier_teamlead";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class OfficerW;

class soc_OfficerW: OfficerW

{

model = "\USASOC\us_soldier_officer";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWPilot;

class soc_SoldierWPilot: SoldierWPilot

{

model = "\USASOC\us_soldier_pilot";

vehicleClass = "USASOC_Soldiers";

};

/*extern*/ class SoldierWCrew;

class soc_SoldierWCrew: SoldierWCrew

{

model = "\USASOC\us_soldier_crew";

vehicleClass = "USASOC_Soldiers";

};

};

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You must change the path to the texture in the "modelname".p3d file. Open it with a hex editor and replace all the texture file path names with your's.

(Ps: The whole path with filename has to be the exact same length as the original.)

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Thank you for the reply! I'll get on it.

any line references? so far I have:

E5e50

D94a0

D1cb0

and one other that I forgot to reference.

*edit*

nevermind, looks likelines are different for each model then

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