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About Jackal326

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    Second Lieutenant


  • Interests
    Addon Research, 3D Modelling, the assassination of leading political figures.

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  1. Jackal326

    class wounds problem?

    Then I don 't understand whats wrong? If they work and you appear wounded when you're shot, how are they broken?
  2. Mind posting what fixed your issue? It might be helpful for other forum users suffering the same issue.
  3. Correct.Here is an example. Change 'YOURMODELNAME' (right at the bottom) to whatever your model is called (without spaces and minus the .p3d extension). Just copy all that code into a new notepad file and save it as model.cfg in the exact same directory as your model. You'll also need to correctly name the selections (usually for headgear it'll just be 'head'). EDIT: FYI it probably does show up, it'll just be around the characters butt because of incorrectly configured model/model.cfg
  4. Jackal326

    class wounds problem?

    Random question but I assume all of the relevant .rvmat files actually exist and their paths are correct? Moreover are the rvmats correctly formatted? Here is a (working) example for comparison: class StageTI { texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa"; }; ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {1,1,1,1}; specularPower = 150; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "SSQN_Equipment\Data\crye_clothing_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 = "SSQN_Equipment\Data\crye_clothing_injury_mc.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "SSQN_Equipment\Data\crye_clothing_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 = "SSQN_Equipment\Data\crye_clothing_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}; }; }; //};
  5. Add the straps to the same namedselection as the buckles (eg. 'spine1' or 'spine2' or maybe even 'spine3' its been that long since I've done character modelling I have forgotten which its likely to be). EDIT: It could also be a weighting issue 🤷‍♂️
  6. Exactly what deleted content is mentioned. It'll give some form of classname either in the error message popup or in your .rpt file. This would give a more precise cause to the issue. However, in the meantime you could try verifying the integrity of your game cache via Steam and once thats complete (and hopefully repaired damaged/missing files which I think may be the root cause) it would be worth trying again.
  7. which can then be used with the hiddenSelectionsMaterials[] = {}; config parameter e.g. hiddenSelectionsTextures[] = {"\SSQN_Equipment\Data\crye_vests_mcm_co.paa"}; // defines the texture path ("\pboname\subfolder\texture.paa") hiddenSelectionsMaterials[] = {"\SSQN_Equipment\Data\crye_vests.rvmat"}; // defines the material path ("\pboname\subfolder\material.rvmat")
  8. Maybe because its on your desktop... Unless you're packing the texture into the PBO along with your config.cpp or putting the texture within the mission folder itself, then of course the game can't find it...
  9. Your texture resolutions should have dimensions that are to the power of 2 i.e. 128, 256, 512, 1024, 2048 etc.
  10. Jackal326

    RHS Escalation (AFRF and USAF)

    I've been out of the ArmA3 mod-scene for quite some time, but its still good to see that some things haven't changed - "When will you include X?", "Why haven't you included Y yet?" etc. 😂
  11. Jackal326

    Inducing a texture load error

    Why not make it using a texture that does exist and simply have it as a fully-transparent _ca.paa texture?
  12. Jackal326

    Thermal Signature Question

    I've just had another thought. Depending on which model it is you're altering, provided it is compatible with hiddenSelections, you can use the HiddenSelectionsMaterials config parameter to simply change the rvmat relevant to that selection/texture. That way you don't need to go through the hex-edit route.
  13. Jackal326

    Thermal Signature Question

    I've been out of the modding scene for quite some time and I'm trying to fall back in where I left off but I'll try to offer some advise as best as my (out of date) knowledge will allow. The thermal imagery textures are ending with the suffix *_ti_ca.paa These are defined in the rvmat file as such: class StageTI { texture = "a3\characters_f\opfor\data\clothing_ti_ca.paa"; }; To change these you would need to edit the relevant rvmat file and then point it to the new texture you've created. Thats where it (potentially) gets complicated as you'd have to now tell the model to use this new rvmat and the only way to do that (that I'm aware of/can think of) is via hex-editing the model. There may be some tutorials on that somewhere but the basic gist of it is to search for the rvmat that you're wanting to change - alter the hex code to your new path (but making sure you keep the hex path the same number of characters in length so as not to cause the p3d to be unreadable by the game) and then saving it as a new p3d file inside your addon pbo.
  14. Jackal326

    How to scale objects

    One large grid square in Object Builder (aka O2) is 1m (aka 100cm) as far as I can remember (going from memory isn't the best I'll admit).
  15. Jackal326

    Need Help, Model isnt working

    Vague issue is vague. Do you have the correct named selections set up within the model? Do you have a correctly configured model.cfg and the correct entries for the model within the model.cfg? Is the model.cfg (that we're yet to establish actually exists) in the same directory as the p3d model? Are you Binarizing your addon?