ROTAHOE
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3 NeutralAbout ROTAHOE
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Sergeant
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Male
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Western Australia
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Scripting, mission editing, FPS.
New Rig : http://s29.postimg.org/lro82awav/Eiffel_65.jpg
NZXT Phantom 820 Case Matte Black
ASUS X99-PRO Motherboard
Intel Core i7 5930K
G.Skill Ripjaws 4 F4-2800C16Q-32GRK 32GB (4x8GB) DDR4
2x EVGA GeForce GTX 980 Classified ACX 2.0 4GB in SLI
EVGA SuperNOVA 1300W G2 Gold Power Supply
Microsoft Windows 10 Pro 64bit
Kingston HyperX Predator 240GB M.2 SSD
3x SanDisk Extreme Pro 960GB SSD
10x Corsair Air Series SP120 Performance Edition Case Fan
2x NZXT 200mm Fan
Aerocool DS Fan 140mm Blue LED
Alphacool AlphaTube UV Transparent Blue Tubing 3/8ID 1/2OD 3m
Ek/Bitspowa Fittings
XSPC D5 Photon 170 Reservoir/Pump Combo
EK Supremacy EVO Nickel CPU Waterblock
EK CoolStream PE 240 Dual Radiator
EK CoolStream PE 360 Triple Radiator
EK GPU waterblocks
EK Ekoolant UV Blue Premix 1000mL Coolant
Phobya LED Flexlight High Density 120cm UV
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luciferchrist88
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ROTAHOE started following Config help: change projectile impact and explosion effects and Need new string output
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This is not my code but needing the string output to be as mentioned below. Any help would be amazing ! Cheers Code to function: initiated = false; posdistance = 10; posrotation = true; Objlist = []; lootPosition = [0,0,0]; dump = []; buildingcategory = ""; poslist = []; surdistance = 0.1; if (!isNil "started") exitWith {}; started = true; waitUntil {!isNull (findDisplay 46);}; (findDisplay 46) displayAddEventHandler ['KeyUp','_this call keybinder']; //TP function ["teleportSelf","onMapSingleClick",{vehicle player setPos [_pos select 0, _pos select 1,0];}] call BIS_fnc_addStackedEventHandler; //Add line to file dumpline = { dump = dump + [[_this,tostring[13]]Joinstring ""]; }; //Create file header catList = [ "Civillian", "Commercial", "Mechanical", "Industrial", "Medical", "Military" ]; _line = ""; _line = [tostring[47,47],"Loot positions created with @Lootpos by SLIdeCLAN"]Joinstring ""; _line call dumpline; { _line = [ tostring[13,9],"class ",_x," {", tostring[13,9,9],"table = ",tostring[34],_x,tostring[34],";", tostring[13,9],"};" ]Joinstring ""; _line call dumpline; }foreach catList; popupclose = { _combobox = (findDisplay 983475) displayCtrl 2100; _sel = lbCurSel _combobox; buildingcategory = _combobox lbText _sel; _line = [tostring[9],"class ",buildingClass,": ",buildingcategory,tostring[13],tostring[9],"{"]joinstring ""; _line call dumpline; systemChat Format["LootPos initiated on %1: %2",buildingClass,buildingcategory]; initiated = true; }; //Visual Ball Ball = createVehicle ["Sign_Sphere25cm_F",[0,0,0],[],0,"CAN_COLLIDE"]; [ "visualeffect", "onEachFrame", { _intersection = lineIntersectsSurfaces [AGLToASL positionCameraToWorld [0,0,0],AGLToASL positionCameraToWorld [0,0,posdistance] ,player,objNull,true,1,"GEOM","NONE"]; if (count(_intersection) == 0) then { lootPosition = ASLtoATL(AGLToASL positionCameraToWorld [0,0,posdistance]); buildingtemp = ObjNull; buildingClasstemp = ""; } else { lootPosition = ASLtoATL(_intersection select 0 select 0); _vector = (_intersection select 0 select 1); lootPosition = lootPosition vectorAdd (_vector vectormultiply surdistance); buildingtemp = _intersection select 0 select 2; buildingClasstemp = typeOf buildingtemp; }; Ball setpos lootPosition; hint format["%1",buildingClasstemp]; } ] call BIS_fnc_addStackedEventHandler; completeEntry = { _formatedDump = [([tostring[9,9],"positions[] =",tostring[13,9,9],"{",tostring[13]]joinstring "")]; _last = (count poslist)-1; { if (_foreachindex == _last) then { _formatedDump = _formatedDump + [([tostring[9,9,9],"{",_x select 0,tostring[44], _x select 1,tostring[44], _x select 2,"}",tostring[13]]joinstring "")]; } else { _formatedDump = _formatedDump + [([tostring[9,9,9],"{",_x select 0,tostring[44], _x select 1,tostring[44], _x select 2,"}",tostring[44],tostring[13]]joinstring "")]; }; }forEach poslist; _formatedDump = _formatedDump + [([tostring[9,9],"};",tostring[13,9],"};",tostring[13]]joinstring "")]; _line = (_formatedDump joinstring ""); _line call dumpline; poslist = []; building = ObjNull; buildingClass = ""; { deleteVehicle _x; }foreach Objlist; Objlist = []; initiated = false; }; createFile = { _dumpstring = dump joinstring ""; copyToClipboard _dumpstring; "make_file" callExtension ("lootpositions.hpp" + "|" + _dumpstring); systemChat "Data copied to clipboard and file create if make_file.dll was present and lootpositions.hpp not already created"; }; keybinder = { //9 Instructions if ((_this select 1) == 0x0A) then { systemChat "Make sure you have debug_console.dll in your Arma 3 directory"; systemChat "1. Point a building and press 1 to initiate lootpos creation"; systemChat "2. Move around the building and press 2 to create a position at the position you are pointing at."; systemChat "3. Press 3 to auto-generate current building"; systemChat "4. Press 4 to complete the building loot position definition"; systemChat "5. Press 5 to create file with make_file.dll and to copy to clipboard"; systemChat "7. Press 7 to auto-generate the full map"; systemChat "- Press Page Up to push the position"; systemChat "- Press Page Down to pull the position"; systemChat "- Press Home to increase the surface distance"; systemChat "- Press End to decrease the surface distance"; }; //1 Init if ((_this select 1) == 0x02) then { if (initiated) then { systemChat Format["Already initiated on %1",buildingClass]; } else { if (buildingClasstemp == "") then { systemChat "No building captured"; } else { buildingcategory = ""; building = buildingtemp; buildingClass = buildingClasstemp; _ok = createDialog "popup"; _combobox = (findDisplay 983475) displayCtrl 2100; {_combobox lbAdd _x} forEach catList; }; }; }; //2 Place loot position on target if ((_this select 1) == 0x03) then { if (initiated) then { _spotObj = createVehicle ["Sign_Sphere25cm_F",lootPosition,[],0,"CAN_COLLIDE"]; Objlist = Objlist + [_spotObj]; _spotPos = building worldToModel (getPosATL _spotObj); poslist = poslist + [_spotPos]; systemChat Format["Position Created at %1",_spotPos]; } else { systemChat "Not initiated, use 1 on a building to initiate"; }; }; //3 Autogenerate current if ((_this select 1) == 0x04) then { if (initiated) then { _positions = []; _positions = building call BIS_fnc_buildingPositions; { _spotObj = createVehicle ["Sign_Sphere25cm_F",_x,[],0,"CAN_COLLIDE"]; Objlist = Objlist + [_spotObj]; _spotPos = building worldToModel _x; poslist = poslist + [_spotPos]; systemChat Format["Position Created at %1",_spotPos]; }foreach _positions; systemChat Format[" %1 Positions Created at",count _positions]; } else { systemChat "Not initiated, use 1 on a building to initiate"; }; }; //4 Complete if ((_this select 1) == 0x05) then { if (initiated) then { call completeEntry; systemChat "class Creation completed"; }; }; //5 make file if ((_this select 1) == 0x06) then { if (initiated) then { systemChat "Press 3 to complete class before exporting file"; } else { call createFile; }; }; //7 auto-generate full map if ((_this select 1) == 0x08) then { if (initiated) then { systemChat "DO NOT INITIATE BEFORE GENERATING FULL MAP"; } else { //Create array with all buildings _allBuildings = []; _allBuildings = [12000,12000] nearObjects ["House",12000]; //array of all valid buidling classes _allBuildingClasses = []; { _buildingClass = (typeof _x); _buildingObj = _x; if (((_allBuildingClasses find _buildingClass) < 0) and (count(_x call BIS_fnc_buildingPositions) > 0)) then { _allBuildingClasses = _allBuildingClasses + [(typeof _x)]; _positions = []; _positions = _buildingObj call BIS_fnc_buildingPositions; { _spotObj = createVehicle ["Sign_Sphere25cm_F",_x,[],0,"CAN_COLLIDE"]; Objlist = Objlist + [_spotObj]; _spotPos = _buildingObj worldToModel _x; poslist = poslist + [_spotPos]; }foreach _positions; _line = [tostring[9],"class ",_buildingClass,": ","ReplaceMe",tostring[13],tostring[9],"{"]joinstring ""; _line call dumpline; call completeEntry; }; }foreach _allBuildings; call createFile; systemChat Format[" %1 Building Generated",count _allBuildingClasses]; }; }; //pull PGDN if ((_this select 1) == 0xD1) then { posdistance = posdistance - 1; systemChat format["Loot position distance = %1",posdistance]; }; //push PGUP if ((_this select 1) == 0xC9) then { posdistance = posdistance + 1; systemChat format["Loot position distance = %1",posdistance]; }; //increase distance to surface HOME if ((_this select 1) == 0xC7) then { surdistance = surdistance + 0.1; systemChat format["Loot position distance to surface = %1",surdistance]; }; //decrease distance to surface END if ((_this select 1) == 0xCF) then { surdistance = surdistance - 0.1; systemChat format["Loot position distance to surface = %1",surdistance]; }; }; original output: lass Land_sz_Tent_East: Military { positions[] = { {2.90234,-2.14453,-1.65378}, {2.33789,1.27441,-1.65509}, {0.192383,0.954102,-1.65564}, {-2.89746,1.77637,-1.65616}, {-2.23291,-1.2002,-1.65613}, {-3.39648,-1.97852,-1.65533}, {-3.20898,-0.0351563,-1.6561}, {1.50439,-0.712891,-1.65558} }; }; Needed output: class Land_sz_Tent_East { table = "Military"; positions[] = { {2.90234,-2.14453,-1.65378}, {2.33789,1.27441,-1.65509}, {0.192383,0.954102,-1.65564}, {-2.89746,1.77637,-1.65616}, {-2.23291,-1.2002,-1.65613}, {-3.39648,-1.97852,-1.65533}, {-3.20898,-0.0351563,-1.6561}, {1.50439,-0.712891,-1.65558} }; };
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Whatever your making keep it up !
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Example 3rd person view: https://ibb.co/mUumQJ 1st person view: https://ibb.co/kfLMsy
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Solved: Default sounds found here https://configs.arma3.ru/154.133741/configfile/CfgVehicles/MBT_01_base_F/Sounds.html
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Like the title says when driver turnsout im getting a black screen in first person? Why am I getting this ?
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How come there is no test tank sounds.hpp file? If anyone can supply me default one would be great or even better info on custom sounds cheers
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Unable to get wheels to turn on model (Updated)
ROTAHOE replied to ROTAHOE's topic in ARMA 3 - MODELLING - (O2)
cheers for the reply mate -
Get it sorted mate?
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Assign my custom face to custom unit
ROTAHOE replied to ROTAHOE's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Updated: CfgFaces: class CfgFaces { class Default { class Custom; }; class Man_A3: Default { class Default; class AsianHead_A3_01; class AsianHead_A3_02; class AsianHead_A3_03; class AsianHead_A3_04; class AsianHead_A3_05; class AsianHead_A3_06; class AsianHead_A3_07; class Custom { material = "WWM_Heads\data\Custom.rvmat"; }; class WWMHead_KOR_00_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_00.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; texture = "WWM_Heads\data\KOR_00_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_01_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_01.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; texture = "WWM_Heads\data\KOR_01_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_02_A3: AsianHead_A3_02 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_02.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; texture = "WWM_Heads\data\KOR_02_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_03_A3: AsianHead_A3_03 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_03.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; texture = "WWM_Heads\data\KOR_03_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_04_A3: AsianHead_A3_04 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_04.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_04_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_04_injury.rvmat"; texture = "WWM_Heads\data\KOR_04_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_05_A3: AsianHead_A3_05 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_05.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_05_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_05_injury.rvmat"; texture = "WWM_Heads\data\KOR_05_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_06_A3: AsianHead_A3_06 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_06.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_06_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_06_injury.rvmat"; texture = "WWM_Heads\data\KOR_06_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_07_A3: AsianHead_A3_07 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_07.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_07_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_07_injury.rvmat"; texture = "WWM_Heads\data\KOR_07_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; }; }; Cfg vehicles: class KOR_Special_Hood_Unit: B_soldier_F { author = "BlackOps"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "KOR Special Forces (Hood)"; identityTypes[] = {"Male02CHI","Head_Asian"}; genericNames = "AsianMen"; faction = "KOR_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "WWM_U_B_PCUHsW3"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {}; hiddenSelectionsMaterials[] = {}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; class EventHandlers { init = "_this execVM '\WWM_Uniforms\scripts\KOR\KOR_Face_00.sqf'"; }; }; KOR_Face_00.sqf: _player = _this select 0; _player setFace "WWMHead_KOR_00_A3"; // For SP if (isServer) then{[_player, "WWMHead_KOR_00_A3"] remoteExec ["setFace", 0, _player]}; // For MP Respawn_Function = { [_player, "WWMHead_KOR_00_A3"] remoteExec ["setFace", 0, _player] }; _player addMPEventHandler ["MPKilled", {_this call Respawn_Function}]; single player works fine with players and AI but tested in multiplayer and spawning with default face? Can someone help me please ? -
Just note that the gloss white rvmat is used for a white_co.paa that only contain a plain white square and add a gloss coat for texture on vehicles etc
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No problem, I'm currently learning myself and this is what I have learnt in the past 2 weeks. So happy to share ;) Good luck !
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So if you removed completely or changed hiddenSelectionsMaterials[]={}; From the config.cpp then its mapped in the model.p3d and there is no way to remove it. Either play with those rvmats or send me the original rvmat and I'll adjust it for you :)
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Try this rvmat its similar to your backpack camo so it may work how you want it. Just adjust file paths: ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.5,0.5,0.5,0}; specularPower = 150; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "YOUR_MOD\Data\YOUR_BACKPACK_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "YOUR_MOD\data\YOUR_BACKPACK_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "YOUR_MOD\data\YOUR_BACKPACK_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1,0.7)"; uvSource = "none"; }; class Stage7 { texture = "a3\data_f\env_co.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; or for an example this is a white gloss rvmat i have: ambient[] = {0.8117647,0.8352941,0,5}; diffuse[] = {0.68235296,0.6509804,0.007843138,1}; forcedDiffuse[] = {0.54509807,0.52156866,0.003921569,0}; emmisive[] = {23500,23500,23500,1}; specular[] = {0.99215686,0.96862745,0.007843138,0.64}; specularPower = 40.6; renderFlags[] = {"AddBlend"}; PixelShaderID = "Normal"; VertexShaderID = "Basic"; That all it contains. You'll need to look at this https://community.bistudio.com/wiki/ArmA:_RVMAT And adjust to your backpacks needs.
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Did you open in Eliteness etc?
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hiddenSelectionsMaterials[]={}; or delete line completely If that does not work the .p3d has the textured mapped so you wont be able to remove it. Just find the rvmat its using edit it to your needs, then move to your addon folder and change the file location in config.cpp.