eble 3 Posted February 1, 2009 I was in the process of converting the Kiowa Warrior from Flashpoint to Arma. I've come across an error I've not seen before, bascially the model has a texture assigned to it that wasn't used in the Ofp addon. I've tried everything to try and trace the texture location so I can re-assign it/change it etc to no avail. this is the error I get: Now I'll repeat this texture wasn't used in the Flashpoint addon, so it's not a case of simply renaming it, it didn't even come up in the o2 mass re-naming section. Here is the MLOD of the Kiowa: Kiowa MLOD I'm hoping it something simply that I've overlooked and someone can assist else unfortunately this addon goes to the recycle bin. Thanks. Southy Share this post Link to post Share on other sites
soul_assassin 1750 Posted February 1, 2009 Isnt sklo glass? Maybe there is your problem. Share this post Link to post Share on other sites
.kju 3245 Posted February 1, 2009 its not part of the p3d. are you using rvmats? maybe from another file? Share this post Link to post Share on other sites
eble 3 Posted February 1, 2009 I'm using rvmats, and I know it not part of the model. all the rvmats are self made except for the weapon/glass ones, I've tried the model without the BIS rvmats and still get the error. I'm trying it now with no rvmats at all. Southy Share this post Link to post Share on other sites
ravendk 25 Posted February 1, 2009 I just looked at the model in a hex editor.. there is no word "jeep" in the model anywhere. Must be in config or rvmat file you got it. Share this post Link to post Share on other sites
eble 3 Posted February 1, 2009 Ok guys Deanosbeano sent me a Pm with the texture cure: It's all down to how the damage is defined in the helicopter class. I should have posted this first, but anyway. RPT error <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dammageHalf[]= { \ca\air\data\jeep_kab_sklo1.paa,\ca\air\data\jeep_kab_sklo1B.paa, \ca\air\data\uh60_kab_sklo2.paa,\ca\air\data\uh60_kab_sklo2B.paa, \ca\air\data\uh60_gunner_okna.paa,\ca\air\data\uh60_gunner_oknaB.paa, \ca\air\data\ah-1_kabina_predokno.paa,\ca\air\data\ah-1_kabina_predoknoB.paa, \ca\air\data\ah-1_kabina_zadokno.paa,\ca\air\data\ah-1_kabina_zadoknoB.paa, \ca\air\data\ah-1_kabina_topokno.paa,\ca\air\data\ah-1_kabina_topoknoB.paa }; and the cure is to assign Arma damage textures: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dammageHalf[]= { \ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr1_CA.paa, \ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr1_CA.paa }; dammageFull[]= { \ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr2_CA.paa, \ca\air\data\UH60_skla_CA.paa,\ca\air\data\UH60_sklabr2_CA.paa }; Sorry for wasting everyones time, I think next time I'll stick to Jet conversions. Thanks to all those that assisted. Cheers Southy Share this post Link to post Share on other sites
Planck 1 Posted February 1, 2009 Quote[/b] ]\ca\air\data\jeep_kab_sklo1.paa,\ca\air\data\jeep_kab_sklo1B.paa, \ca\air\data\uh60_kab_sklo2.paa,\ca\air\data\uh60_kab_sklo2B.paa, \ca\air\data\uh60_gunner_okna.paa,\ca\air\data\uh60_gunner_oknaB.paa, \ca\air\data\ah-1_kabina_predokno.paa,\ca\air\data\ah-1_kabina_predoknoB.paa, \ca\air\data\ah-1_kabina_zadokno.paa,\ca\air\data\ah-1_kabina_zadoknoB.paa, \ca\air\data\ah-1_kabina_topokno.paa,\ca\air\data\ah-1_kabina_topoknoB.paa Actually, all those textures are in ArmA, problem being they are in \ca\wheeled\data and not \ca\air\data. Planck Share this post Link to post Share on other sites
eble 3 Posted February 1, 2009 Ah that is interesting, so It seems that in the absence of the config telling the game engine where to look for damage textures it must default to the wheeled damaged ones. Not sure why it then couldn't find them? Â no matter all is sorted out now. Thanks for throwing a little more light on the subject. Cheers mate Share this post Link to post Share on other sites