jerryhopper 286 Posted May 10, 2010 (edited) Hello, i know that the title is a bit 'ambiguous' but i dont care. I have a civilian in a mission, but i want to give him a different head/face. is this possible and if yes how can this be done? thanks in advance. [uPDATE] Got my hands on a complete model now, remodeling the head and hair now. may 22 playing around with transparant hair-piece. jb6qCgzUhNY May 18 Here is a vid of what i got now, before i remodel the head & hair again. 1wITHlxmHYY 14 may: Standard BIS headmodel adjusted, im still looking for a way to get it ingame. 11 may: here is a small progress update on the my head. i used the BIS head model to start with. wGta3sGTa9M 10 may: progress update, using the AT-Glasses xample (see thread) 4DW6mjcP8js Edited May 21, 2010 by jerryhopper Share this post Link to post Share on other sites
icewindo 29 Posted May 10, 2010 (edited) This should be moved to: http://forums.bistudio.com/forumdisplay.php?f=93 Doubleclick the civ, type into the init line: this setface "face01" Done. You can chose from face01 to face 107. Also see: http://community.bistudio.com/wiki/setFace Edited May 10, 2010 by Icewindo Share this post Link to post Share on other sites
Jelliz 10 Posted May 10, 2010 use unitname setface "Face35"; The number of faces range from 01-100something. Or you can define his identity and set it up in the description.ext where you can choose his glasses. I can provide you with a sample mission for this if you want. EDIT: Icewindo beat me by 4 minutes, im slow :P Share this post Link to post Share on other sites
jerryhopper 286 Posted May 10, 2010 thanks for the fast replies! @Jelliz thats interesting, coz my civilian has glasses and i dont want him to have them. could you send me a link to that xample mission? Share this post Link to post Share on other sites
icebreakr 3159 Posted May 10, 2010 Nice quick & informational replies, I would just like to point out that this topic name is absolutely hillarious :) Share this post Link to post Share on other sites
Jelliz 10 Posted May 10, 2010 (edited) Here you go, note that i use this setidentity "p"; in the init line on the civilian. This will make the game find that identity in the description.ext(open with notepad). http://www.filefront.com/16407355/example.utes.7z Edit: Feel free to PM me with questions regarding the example mission, i'll answer to the best of my ability. Edit2: remember to put it into the missions folder in your profile folder so you can view it in the mission editor. /documents/arma2 other profiles/username/missions Edited May 10, 2010 by Jelliz Share this post Link to post Share on other sites
jerryhopper 286 Posted May 10, 2010 (edited) thanks, i'll try it out. Here is what i got so far. ( the tie & head is wrong ) im gonna check out your mission, and play around with the head. [edit] Thanks for the instructions! this worked, but only changes the face. not the head ( like hair ) I wonder if that's possible, or maybe i need to make a complete new model? Edited May 10, 2010 by jerryhopper Share this post Link to post Share on other sites
Jelliz 10 Posted May 10, 2010 on that civvie model the hair wont change, only the face.(this also goes for the school teacher, doctor and assistant models too, the hair is like a helmet) You would have to make a new model since BIS havent released the unbinarized models. That i cant help you with since i barely have learned some retexturing. Share this post Link to post Share on other sites
mr burns 133 Posted May 10, 2010 You can also define hats and hairstyles as identity and 'wear' them by selecting in profile instead of glasses, or using setidentity paramter in missions. Of course someone would need to model Mr. Hoppers hair first ... tough job if you ask me :D Share this post Link to post Share on other sites
jerryhopper 286 Posted May 10, 2010 (edited) You can also define hats and hairstyles as identity and 'wear' them by selecting in profile instead of glasses, or using setidentity paramter in missions. Of course someone would need to model Mr. Hoppers hair first ... tough job if you ask me :D So you are saying i could give Mr civilian Functionary a complete new head, and even new coat? ( which hangs more loose/open? ) Can i re-use the civilian head/hair and remodel it? if not, how can i only remodel the head/hair? BTW: the hair shouldnt be a problem if i could remodel the head a bit. (i could reconsider a haircut...) Edited May 10, 2010 by jerryhopper Share this post Link to post Share on other sites
mr burns 133 Posted May 10, 2010 So you are saying i could give Mr civilian Functionary a complete new head, and even new coat? ( which hangs more loose/open? )Can i re-use the civilian head/hair and remodel it? if not, how can i only remodel the head/hair? BTW: the hair shouldnt be a problem if i could remodel the head a bit. (i could reconsider a haircut...) For new head & coat you´d need an entirely changed model. Without touching the model you can only change the face texture, or the body texture. What i´m referring to is this: clickey. Those 'glasses selections' can be put on any unit. Instead of a paperbag you would just model the hair, and there you are. Welcome back btw! :) Share this post Link to post Share on other sites
jerryhopper 286 Posted May 10, 2010 do i understand this correct? I cant remodel the head. I can however add 'sunglasses' - which isnt a sunglass but is actually a 'wig' Share this post Link to post Share on other sites
mr burns 133 Posted May 10, 2010 You can remodel the head too, it just takes so much more work. Second statement is fully correct. Share this post Link to post Share on other sites
Undeceived 392 Posted May 10, 2010 (i could reconsider a haircut...) No! That hair style is one of your trademarks, in my opinion! :) Share this post Link to post Share on other sites
jerryhopper 286 Posted May 10, 2010 progress update, using the AT-Glasses xample 4DW6mjcP8js Share this post Link to post Share on other sites
Jelliz 10 Posted May 10, 2010 No! That hair style is one of your trademarks, in my opinion! :) He could use the vegetation generator(LINDA or whatever its called) Share this post Link to post Share on other sites
Tankbuster 1747 Posted May 10, 2010 Nice quick & informational replies, I would just like to point out that this topic name is absolutely hillarious :) addveh "Hooker1"; Share this post Link to post Share on other sites
jerryhopper 286 Posted May 11, 2010 here is a small progress update on the my head wGta3sGTa9M Share this post Link to post Share on other sites
jerryhopper 286 Posted May 14, 2010 (edited) I remodelled the standard-bis head. (bysta.p3d) For now, i would like to get this head on the default BIS model, which is maybe remodelled/retextured later. Could any-1 give me some hint or example to get it ingame? thanks in advance! Edited May 14, 2010 by jerryhopper Share this post Link to post Share on other sites
Jackal326 1182 Posted May 15, 2010 This would all go in your config.cpp: class CfgHeads { class DefaultHead; // External class reference class JerryHoppersHead: DefaultHead { model = "\PBOname\Modelname.p3d"; class Wounds { tex[] = {}; mat[] = {}; }; }; }; class CfgFaces { class Default; // External class reference class Man : Default { class Default; // External class reference class JerryHopper: Default { name = "Jerry Hopper Has Strange Hair"; texture = "\PBOname\PutYourFaceFileHere.paa"; identityTypes[] = {"JerryHopper"}; head = "JerryHoppersHead"; disabled = 0; }; }; }; This will use the custom head model, as a face in the list. Also, it will allow you to give the AI unit your head too via the setface command. Share this post Link to post Share on other sites
jerryhopper 286 Posted May 16, 2010 Super! i will try this asap! Thanks Share this post Link to post Share on other sites
jerryhopper 286 Posted May 16, 2010 (edited) @Jackal326 I dont exactly know what to do with these. i made a pbo, loaded it but dont see any new stuff in the editor or in the profile page under the faces. can you give me a push in the right direction? i have the followingfolders/files. ( http://armedassault.eu/jerryhopper/jerryhopper.rar ) /jerryhopper/config.cpp /jerryhopper/bysta_hopper.p3d /jerryhopper/data/hhl_04_co.paa config.cpp contains : class CfgHeads { class DefaultHead; // External class reference class JerryHoppersHead: DefaultHead { model = "\jerryhopper\bysta_hopper.p3d"; class Wounds { tex[] = {}; mat[] = {}; }; }; }; class CfgFaces { class Default; // External class reference class Man : Default { class Default; // External class reference class JerryHopper: Default { name = "Jerry Hopper Has Strange Hair"; texture = "\jerryhopper\hhl_04_co.paa"; identityTypes[] = {"JerryHopper"}; head = "JerryHoppersHead"; disabled = 0; }; }; }; Edited May 16, 2010 by jerryhopper Share this post Link to post Share on other sites
Jackal326 1182 Posted May 16, 2010 Turns out I needed to add a model.cfg and tweak the config slightly, but I got it ingame for you: Check Here for the updated download, but please note, you'll need to Binarize it using BinPBO to get it to work ingame for you. I can upload the working PBO for you if need be, but you wont be able to further modify the model if thats the case. Share this post Link to post Share on other sites
jerryhopper 286 Posted May 16, 2010 (edited) Thanks a million, will look into it now. Update: It seems there is no problem getting the head on the player ( a US officer ) But on a civilian, its a no go. LhLsnp2Oo8c Edited May 16, 2010 by jerryhopper Share this post Link to post Share on other sites
ravendk 25 Posted May 17, 2010 Some civilian models aint using a changeable head. But check the stuff i sent you mate. Share this post Link to post Share on other sites