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lyraguy85

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About lyraguy85

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  1. I just wanted to check in and say that everything is working perfectly. I've got a dozen rekins that function perfectly in the editor and in the arsenal. Thank you very much!
  2. I am forever in debt to the forum user who reached out to me privately for some correction. I now have a working uniform retexture. This is the code that wound up successful: class CfgPatches { class testmod { units[] = {"Example_Soldier_F"}; weapons[] = {"Example_CombatUniform_wdl"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { scope = 2; displayName = "Uniform Test Soldier"; // nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_wdl"; model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\testmod\data\clothing_wdl_co.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_wdl : Uniform_Base { scope = 2; displayName = "Uniform Test"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_vest_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply40"; mass = 40; }; }; }; I'm writing this solution in the hopes that one day a modder experiencing my same frustration will see it. There are several key points to observe in the above example. I'm going to break them down quickly and explain why nothing has been working for me. 1) You do not apply a new texture to the uniform item in CfgWeapons. The hidden selections and model you see in this code refers to the suitpack, which according to the encoding guide from one of the BI devs refers to the object that the player drops when removing a uniform in game or when it is placed in the editor. THIS IS NOT YOUR NEW UNIFORM TEXTURE. 2) Under the ItemInfo entry, the new uniform must be linked to an existing soldier class. This seems to be required. You must define the supply and weight details. As of right now, you have created a new object in the game that will appear in editor. You still have not created a retexture. This seems to be where my personal confusion came from. 3) Returning to the Uniform Test Soldier, note the MODEL entry. This is the most important detail here. When you retexture an item, you are not retexturing the object you have created. You are retexturing the model defined by the soldier class. I am assuming this is the same for helmets, vests, packs, and other items. Now this all makes sense. I was attempting to retexture the dropped suitpack found in the new uniform class. I should have been trying to retexture the actual soldier. Note that some tutorials carry on this misunderstanding, explaining that the suitpack is assigned to the soldier's model entry and the uniform is retextured. This is completely backwards. 4) As noted above, your mod folder needs to be organized properly in order for the file path to work. It should be clear what I wound up doing here. This now represents a functioning config. Edit: The proper best practice would be to create a custom base soldier class that uses your new uniform texture and uniform class and inherit it to new units who are wearing the same uniform.
  3. I have done as instructed. "clothing_wdl_co.paa" is now under a "data" subdirectory in the mod folder. The code now reads: class U_B_soldier_new: Uniform_Base { scope = 2; // Ensures this class is available to the editor. displayName = "New Uniform"; // New name for this new class, as used during mission and in editor. hiddenSelections[] = {"camo"}; // We are taking the this selection from the model. hiddenSelectionsTextures[] = {"\testmod\data\clothing_wdl_co.paa"}; // We are replacing the camo selection with this texture file. class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; PboProject passed it without errors. Unfortunately there is no change to the uniform texture. It is still the original multicam pattern and NOT the woodland pattern. I am convinced that I'm missing something major with the new uniform's config.
  4. All right, folks. I've got a few months ArmA 3 editing under my belt. I'm at the end of my rope here and bothering a forum for an answer is my absolute last resort. ***PLEASE*** don't tell me to google something or read a tutorial, because I've spent a dozen hours searching up deprecated, incomplete, incorrect, and non-working examples as well as well as watching multiple youtube videos that don't work, don't answer the WHY we are doing something, etc etc. I'm here for your experience and my knowledge, not to be told to go somewhere else. I'm also not a coder, but I can follow examples and learn on my own. With that said, let's talk about configs and retexturing. This entire process has been a bittersweet treasure hunt and I've put in effort to learn basic config stuff. I have been able to generate an addon successfully, create new units based on BI units, create new vests, helmets, uniforms based on BI assets, tweek existing classes, and thus far everything has worked and made sense. For instance, I've got custom factions with subdirectories working, I've got a unit list in the editor using enoch soldiers are a base, I've been able to generate gear in the arsenal, etc etc. What utterly WILL NOT WORK for me is retexturing. I don't understand WHY the game won't use my custom textures, I don't understand WHAT is failing to work, and after weeks of trying to find an answer I still have no idea. As far as I know, my texture pathing is correct, because PBOProject stopped spitting errors at me that it couldn't find my files, the game is no longer reporting that it can't find the clothing_wdl_co.paa file, and that is a "new" unmodified texture copied directly from the characters_f data, etc etc. I am using PBOProject and the Sublime text editor. I have a properly set up P drive according the directions in the PMC wiki. I have provided the simple example config I'm trying to get working. The addon folder I have created has the config.cpp file presented here and clothing_wdl_co.paa - there are no other files or directories as I was trying to remove all possible mistakes on my part. I'm looking for a answer that will tell me what I am doing wrong and what I need to do to get a simple retexture done in game. I can likely figure the rest out from there as I have up to this point. I am beyond frustrated. Please help! Thank you, - Steve class CfgPatches // To define a new addon. { class testmod // Where is this actually used? { units[] = { "B_soldier_new" // This is new class from CfgVehicles, in this case a single new soldier that will appear under NATO > Men in editor. }; weapons[] = { "U_B_soldier_new", // This is the new uniform defined in CfgWeapons. }; requiredVersion = 0.1; // Required // Player's game will need to be this version to use this mod. requiredAddons[] = {"A3_Characters_F"}; // Player will need to own this BI content to use mod. }; }; class CfgVehicles // This will define troops, vehicles, and backpacks. { class B_Soldier_base_F; // Defined BI "Rifleman" class so it is available to inherit to new units. class B_soldier_new: B_Soldier_base_F // Create new class with this tag : Use BI class to inherit all data from, with the exception of what I change below. { displayName = "Test Soldier"; // New name for this new class, as used during mission and in editor. scope = 2; // Ensures this class is available to the editor. uniformClass = "U_B_soldier_new"; // This is the "new" uniform below assigned to this new unit instead of the standard predefined uniform. }; }; class CfgWeapons // This is for firearms, gear, items, helmets, uniforms, etc. { class U_B_CombatUniform_mcam_vest; // Defined BI "Rolled up multicam uniform (recon fatigues)" class so it is available to inherit to new units. class Uniform_Base; // Defined BI class so it is available to inherit to new unniform. class UniformItem; // Defined BI class so it is available to inherit to new uniform. *** Need this to assign a new uniform to a soldier! *** class U_B_soldier_new: Uniform_Base { scope = 2; // Ensures this class is available to the editor. displayName = "New Uniform"; // New name for this new class, as used during mission and in editor. hiddenSelections[] = {"camo"}; // We are taking the this selection from the model. hiddenSelectionsTextures[] = {"\testmod\clothing_wdl_co.paa"}; // We are replacing the camo selection with this texture file. class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; };
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