Jump to content

meatshield

Member
  • Content Count

    54
  • Joined

  • Last visited

  • Medals

Everything posted by meatshield

  1. thanks again surpher, its all working :)
  2. I've noticed you cant wear another factions uniform whilst in multiplayer. So before i spend ages trying, is it possible to retexture the independents uniforms and apply that retexture to a blufor/opfor solider via the normal retexture configs? :confused:
  3. meatshield

    Whats with the new sounds??

    well if you use sound mods you wouldnt have noticed anything different, but the default gun sounds are totally different to what they were pre-patch, and not for the better unfortunately :(
  4. meatshield

    Meatys reskins + sources

    there separate units :)
  5. meatshield

    Meatys reskins + sources

    thats one of the indi hidden selection issues, as in it doesnt have it at all in the stable branch .. it'll be added when BI get around to fixing it :)
  6. meatshield

    Meatys reskins + sources

    its thirsk winter, which works when you have the A3MP installed :)
  7. meatshield

    Retextureing

    ah, that'd be why i cant see em then, i run the stable build :)
  8. I'm trying to retexture the default arma3 units to several different camos. With the vehicles as well. But i've run into my first problem with my pbo. When i try to load the test soilder in arma3 i get this No entry 'bin\config.bin/CfgWeapons/example_PlateCarrier1_rgr.nameSound' Heres my config.cpp, which is pretty much a copy of one in one of many tuts. enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"C:\Users\Steve\Documents\A3Work\Meaty\Meaty_Blu_Snow\Data\snow.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"C:\Users\Steve\Documents\A3Work\Meaty\Meaty_Blu_Snow\Data\EquipTemplate.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_ca.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"C:\Users\Steve\Documents\A3Work\Meaty\Meaty_Blu_Snow\Data\VestsTemplate.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; and now a few questions, 1, how would i go about making him spawn with weapons, i'm guessing i just add the weapon class names with ammo etc into the linkedItems section? 2, if i wanted different classes (AT,AR etc) do i just copy/paste the class B_Soldier_base_F; section and just change the linkedItems to suit? 3, how would i go about putting the new units into a seperate section in the editor, so they'd show under say "blufor/nato/men snow camo" etc? i know its a lot of question, but searching around here is a nightmare with all the piecemeal bits all over the place.
  9. meatshield

    Retextureing

    well that sucks, o well :( Have hidden selections been added to the kuma?? i'm not having any luck makeing them show up. class I_MBT_03_cannon_F; class Meaty_Kuma_WD : I_MBT_03_cannon_F { _generalMacro = "I_MBT_03_cannon_F"; author = "Meatshield"; scope = 2; side = 2; vehicleClass = "Meaty_ArmouredWD"; faction = "IND_F"; displayName="MBT-52 Kuma (Woodland)"; crew = "Meaty_Crew_IND_WD" //hiddenSelections[]= {"camo1","camo2"}; hiddenSelectionsTextures[]= {"Meaty_IND_WD_Vech\data\mbt_03_ext01_co.paa", "Meaty_IND_WD_Vech\data\mbt_03_ext02_co.paa", "Meaty_IND_WD_Vech\data\mbt_03_rcws_co.paa"}; typicalCargo[] = {"Meaty_Crew_IND_WD"}; availableForSupportTypes[] = {"Drop","Transport"}; };
  10. meatshield

    Retextureing

    ah i also forget something!! for some reason as well though the boots wont show the new texture, everything else works, and adding another camo section and linking it to the officers texture (the only other one with the boot on) doesnt work. :confused:
  11. meatshield

    Retextureing

    well that worked for the uniform, but the vest still isnt showing the retexture, do i have the wrong vest?? class Vest_Camo_Base; class VestItem; class Op_WD_Vest : Vest_Camo_Base { scope = 2; displayName = "Op_WD_Vest"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_ca.paa"; model = "\A3\Characters_F\OPFOR\equip_o_vest01"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"Meaty_Op_WD\Data\Op_WD_camo_co.paa","Meaty_Op_WD\Data\Op_WD_tech_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\OPFOR\equip_o_vest01"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; };
  12. meatshield

    Retextureing

    more problems, this time with the CSAT guys, they show up in the right place in the editor, the helmet and backpack show up fine, but the vest and actually uniform textures wont show the custom texture and instead just show the stock ones, heres the relevent code bits class Meaty_Soldier_O_WD : O_Soldier_base_F { author = "Meatshield"; _generalMacro = "O_Soldier_F"; //unsure what this does scope = 2; displayName = "Rifleman"; vehicleClass = "Meaty_MenWD"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Op_WD_Camo"; //the uniform item backpack = "Meaty_Carryall_WD_O"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Meaty_Op_WD\Data\Op_WD_camo_co.paa"}; linkedItems[] = {"Op_WD_Vest", "Op_WD_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"Op_WD_Vest", "Op_WD_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Items[] = {"FirstAidKit","FirstAidKit"}; respawnItems[] = {"FirstAidKit","FirstAidKit"}; weapons[] = {"Meaty_MX_Hamr_pointer_F","hgun_P07_F","Throw","Put","Binocular"}; respawnWeapons[] = {"Meaty_MX_Hamr_pointer_F","hgun_P07_F","Throw","Put","Binocular"}; magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; }; class Op_WD_Camo : Uniform_Base { scope = 2; displayName = "Op_WD_Camo"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Meaty_Soldier_O_WD"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class Op_WD_Helmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Op_WD_Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\OPFOR\headgear_o_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Meaty_Op_WD\Data\Op_WD_tech_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\OPFOR\headgear_o_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Camo_Base; class VestItem; class Op_WD_Vest : Vest_Camo_Base { scope = 2; displayName = "Op_WD_Vest"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_ca.paa"; model = "\A3\Characters_F\OPFOR\equip_o_vest01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Meaty_Op_WD\Data\Op_WD_tech_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\OPFOR\equip_o_vest01"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; };
  13. meatshield

    Retextureing

    that worked a treat, thanks surpher. BTW, in case this turns up in a search and people are wondering, the texture for the turret for the HMG and GMG hunters are: "data_f\a3\data_f\vehicles\turret_co.paa" :)
  14. meatshield

    Retextureing

    me again :) having a little issue retexturing the hunter, it shows up where it should in the editor etc, but it seems only the first texture is loading. Even when i change the number of the 2nd camo bit it just applys the first texture to that number. Both of them show up just fine when using the setobject texture in the editor on the default hunter heres the config class CfgPatches { class Meaty_Vech_B_Sn { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class Meaty_CarSnow { displayName = "M_Car (Snow)"; }; }; class cfgVehicles { class B_MRAP_01_F; class Meaty_Hunter_Sn : B_MRAP_01_F { _generalMacro = "B_MRAP_01_F"; author = "Meatshield"; scope = 2; side = 1; vehicleClass = "Meaty_CarSnow"; faction = "BLU_F"; displayName="Hunter (Snow)"; crew = "Meaty_Soldier_B_Sn" hiddenSelections[]= {"camo","camo1"}; hiddenSelectionsTextures[]= {"Meaty_Blue_Snow_Vech\data\hunter_adds_AO.paa","Meaty_Blue_Snow_Vech\data\hunter_base_AO.paa"}; typicalCargo[] = {"Meaty_Soldier_B_Sn"}; availableForSupportTypes[] = {"Drop","Transport"}; }; }; any ideas?
  15. meatshield

    Retextureing

    that worked a treat, thanks surpher!
  16. meatshield

    Retextureing

    hmm doing that though would just add another backpack, rather than using the same one, which means they'd be an extra backpack entry in VAS, which i want to avoid if possible. I want to do it the same way BIS seems to have done, so you have 1 backpack type (in this case, assault pack (green) ) which is used by both the medic and repair specialist, however in the medics backpack theres a medikit and FAKs, whilst the repair specialist has a toolkit. Hope i'm making sense? :confused:
  17. meatshield

    Retextureing

    ok i'm not to sure how to set up inheriting, so i took a wild guess .. which didnt work, didnt throw up any errors, but the backpack still had the riflemans stuff in. Heres the bit of the config. First solider is the rifleman, 2nd the medic. class CfgVehicles { class B_Soldier_base_F; class B_Carryall_Base; class Meaty_Soldier_B_Sn : B_Soldier_base_F { author = "Meatshield"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Rifleman"; vehicleClass = "Meaty_MenSnow"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Blue_Snow_Camo"; //the uniform item backpack = "Meaty_Carryall_Snow_B"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_camo_co.paa"}; linkedItems[] = {"Blue_Snow_Vest", "Blue_Snow_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"Blue_Snow_Vest", "Blue_Snow_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Items[] = {"FirstAidKit","FirstAidKit"}; respawnItems[] = {"FirstAidKit","FirstAidKit"}; weapons[] = {"Meaty_MX_Hamr_pointer_F","hgun_P07_F","Throw","Put","Binocular"}; respawnWeapons[] = {"Meaty_MX_Hamr_pointer_F","hgun_P07_F","Throw","Put","Binocular"}; magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; }; class Meaty_Carryall_Snow_B: B_Carryall_Base { scope = 2; displayName = "Backpack_Snow_B"; picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Tortila_hex.paa"; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_backpack_co.paa"}; class TransportMagazines { class 16Rnd_9x21_Mag { magazine = "16Rnd_9x21_Mag"; count = 2; }; class GrenadeHand { magazine = "HandGrenade"; count = 2; }; }; }; class B_Soldier_base_F; class Meaty_Medic_B_Sn : B_Soldier_base_F { class Meaty_Carryall_Snow_B; author = "Meatshield"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Medic"; vehicleClass = "Meaty_MenSnow"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Blue_Snow_Camo"; //the uniform item backpack = "Meaty_Carryall_Snow_B"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_camo_co.paa"}; linkedItems[] = {"Blue_Snow_Vest", "Blue_Snow_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"Blue_Snow_Vest", "Blue_Snow_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Items[] = {"FirstAidKit","FirstAidKit"}; respawnItems[] = {"FirstAidKit","FirstAidKit"}; weapons[] = {"Meaty_MX_Hamr_pointer_F","hgun_P07_F","Throw","Put","Binocular"}; respawnWeapons[] = {"Meaty_MX_Hamr_pointer_F","hgun_P07_F","Throw","Put","Binocular"}; magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; class TransportItems { class _xx_Medikit { name = "Medikit"; count = 1; }; class _xx_FirstAidKit { name = "FirstAidKit"; count = 10; }; }; }; }; any pointers?
  18. meatshield

    Retextureing

    ok that did the trick :) One more question, how would i go about giving each class the same backpack, but with different stuff in it?? So say the AT guy has a few extra rounds in his backpack, but the medic has a Medikit in his etc?
  19. meatshield

    Retextureing

    ok been playing around and noticed the log file, which says the following when i try to compile with the NVG bit in Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation File c:\users\steve\documents\a3work\meaty\meaty_blu_snow\config.cpp, line 142: /cfgWeapons/Meaty_NVGoggles.ItemInfo: Undefined base class 'ItemInfo' Config : some input after EndOfFile. Error 3 while parsing Error in config c:\users\steve\documents\a3work\meaty\meaty_blu_snow\config.cpp ..\El\ParamFile\paramFile.cpp(891) : Class destroyed, but still locked File c:\users\steve\documents\a3work\meaty\meaty_blu_snow\config.cpp, line 142: /cfgWeapons/Meaty_NVGoggles.ItemInfo: Undefined base class 'ItemInfo' Config : some input after EndOfFile. Error 3 while parsing Error in config c:\users\steve\documents\a3work\meaty\meaty_blu_snow\config.cpp ..\El\ParamFile\paramFile.cpp(891) : Class destroyed, but still locked Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found Creating texture headers file... 4 texture headers saved to file "C:\Users\Steve\AppData\Local\Temp\meaty_blu_snow\texHeaders.bin" ..\El\FileServer\fileServer.cpp(2518) : Assertion failed 'req->RefCounter()==1' and when i try with the gun in (just stuck a hamr sight on it) it gives me this File c:\users\steve\documents\a3work\meaty\meaty_blu_snow\config.cpp, line 135: /cfgWeapons.Meaty_MX_Hamr_pointer_F: Undefined base class 'arifle_MX_F' with the config.cpp bit looking like this enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicleClasses { class Meaty_MenSnow { displayName = "M_Men (Snow)"; }; }; class CfgVehicles { class B_Soldier_base_F; class B_Carryall_Base; class Meaty_Soldier_B_Sn : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Rifleman"; vehicleClass = "Meaty_MenSnow"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Blue_Snow_Camo"; //the uniform item backpack = "Meaty_Carryall_Snow_B"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_camo_co.paa"}; linkedItems[] = {"Blue_Snow_Vest", "Blue_Snow_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"Blue_Snow_Vest", "Blue_Snow_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Items[] = {"FirstAidKit","FirstAidKit","optic_Hamr","acc_pointer_IR"}; respawnItems[] = {"FirstAidKit","FirstAidKit","optic_Hamr","acc_pointer_IR"}; weapons[] = {"Meaty_MX_Hamr_pointer_F","hgun_P07_F","Throw","Put","Binocular"}; respawnWeapons[] = {"Meaty_MX_Hamr_pointer_F","hgun_P07_F","Throw","Put","Binocular"}; magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade"}; }; class Meaty_Carryall_Snow_B: B_Carryall_Base { scope = 2; displayName = "Backpack_Snow_B"; picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Tortila_hex.paa"; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_backpack_co.paa"}; class TransportMagazines { class _xx_30Rnd_65x39_caseless_mag { magazine = "30Rnd_65x39_caseless_mag"; count = 6; }; }; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Blue_Snow_Camo : Uniform_Base { scope = 2; displayName = "Blue_Snow_Camo"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Meaty_Soldier_B_Sn"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class Blue_Snow_Helmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Blue_Snow_Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_equip_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Camo_Base; class VestItem; class Blue_Snow_Vest : Vest_Camo_Base { scope = 2; displayName = "Blue_Snow_Vest"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_ca.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_vest_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; class NVGoggles; class Meaty_NVGoggles: NVGoggles { modelOptics = "\A3\weapons_f\reticle\optics_night"; model = "\A3\Weapons_f\binocular\nvg_proxy"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"a3\characters_f\common\data\nvg_opfor_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "A3\weapons_f\binocular\nvg_proxy.p3d"; modelOff = "A3\weapons_f\binocular\NVG_proxy_off.p3d"; hiddenSelections[] = {"camo"}; }; }; class Meaty_MX_Hamr_pointer_F: arifle_MX_F { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Hamr"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; }; on the plus side .. the backpack is working fine now!
  20. meatshield

    Retextureing

    heres the full config as it stands so far enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicleClasses { class Meaty_MenSnow { displayName = "M_Men (Snow)"; }; }; class CfgVehicles { class B_Soldier_base_F; class B_Carryall_Base; class Meaty_Soldier_B_Sn : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Rifleman"; vehicleClass = "Meaty_MenSnow"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Blue_Snow_Camo"; //the uniform item backpack = "Meaty_Carryall_Snow_B"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_camo_co.paa"}; linkedItems[] = {"Blue_Snow_Vest", "Blue_Snow_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"Blue_Snow_Vest", "Blue_Snow_Helmet", "Meaty_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Items[] = {"FirstAidKit","FirstAidKit","optic_Hamr","acc_pointer_IR"}; respawnItems[] = {"FirstAidKit","FirstAidKit","optic_Hamr","acc_pointer_IR"}; weapons[] = {"arifle_MX_Black_F","hgun_P07_F","Throw","Put","Binocular"}; respawnWeapons[] = {"arifle_MX_Black_F","hgun_P07_F","Throw","Put","Binocular"}; magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade"}; }; class Meaty_Carryall_Snow_B: B_Carryall_Base { scope = 2; displayName = "Backpack_Snow_B"; picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Tortila_hex.paa"; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_backpack_co.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Blue_Snow_Camo : Uniform_Base { scope = 2; displayName = "Blue_Snow_Camo"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Meaty_Soldier_B_Sn"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class Blue_Snow_Helmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Blue_Snow_Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_equip_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Camo_Base; class VestItem; class Blue_Snow_Vest : Vest_Camo_Base { scope = 2; displayName = "Blue_Snow_Vest"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_ca.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Meaty_Blu_Snow\Data\blu_snow_vest_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; class NVGoggles; class Meaty_NVGoggles : NVGoggles { modelOptics = "\A3\weapons_f\reticle\optics_night"; model = "\A3\Weapons_f\binocular\nvg_proxy"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"a3\characters_f\common\data\nvg_opfor_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "A3\weapons_f\binocular\nvg_proxy.p3d"; modelOff = "A3\weapons_f\binocular\NVG_proxy_off.p3d"; hiddenSelections[] = {"camo"}; }; }; }; }; which doesnt work, throws up the config error when packing. If i take the NVG bit out however it works fine. One thing i have noticed, is that the extra rounds aren't going into the backpack, which shows up just fine on the soldiers back and with the correction textures. Am i missing something?? :confused: Also thats code for the Init file of the soldier in the editor, i was under the assumption that that didnt work for config.cpp files??
  21. meatshield

    Retextureing

    still doesnt like it :( as an aside, managed to get the backpacks working thanks to one of your other posts on here, so thanks for that! :) ---------- Post added at 00:31 ---------- Previous post was at 23:11 ---------- another question, when adding weapons, how would i go about attaching different gun scopes/IR pointers? I've managed to get them added to the inventory but i'm not sure how to actually add them to the gun itself :confused:
  22. meatshield

    Retextureing

    hmm i get an error in the config.pph when i add those lines into it. I've tried putting it in the CfgVehicles bit and the cfgWeapons bit but no luck :(
  23. meatshield

    Retextureing

    thanks! its all working now :) if you want a peek I would like to re paint the NVGs black though just so it looks better, but i'm guessing they wont have hidden selections?
  24. I'm wanting to know how exactly i'd go about going from a model in 3ds max 9 into arma3. Now i've spent a couple of days looking at the hundereds of scattered and vague tutorials about the fourms, but for someone whos never modded for arma (execpt missions) their pretty much impossible to understand :( From what i've gathered so far, models need to be under 17k verts, but does that include LODs as well? Speaking of LODs, how many are needed? 5/6/10?? And how do i go about going from 3ds max 9 to oxygen2? I see it has a 3ds import but when i tried it threw up a load of errors (oxygen itself is set up fine, sample models load no probs). Once i get the model in .. then what?? Everything is so vauge to someone whos never modded for arma before. Also, how would you make sure your uniforms/helmets/vests etc fit the BIS models, i'm guessing you export them out of oxygen and into max and model over them? To clear things up, i dont need with the actually modeling, that bit i can do (i do stuff for FSX) but its the arma part that doesnt seem well documented, or if it is, is hidden pretty darn well! Thanks in advance!
  25. meatshield

    How to get going/need directions

    looks like that'd get me started pretty well, thanks!
×