Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

VonBarb

Member
  • Content Count

    9
  • Joined

  • Last visited

  • Medals

Community Reputation

11 Good

About VonBarb

  • Rank
    Private
  1. VonBarb

    CTRG Uniforms error

    You were right, I got uniform and unit classes mixed up. Finding the CORRECT classes for the units I was trying to replace helped. CfgWeapon classes inheriting from CfgVehicles was indeed not a good idea :P After several unhappy attempts at putting together something else using another method, it seems my brute force-feeding of textures to the classes is the only one that works, and with the best results. The .cfg above, when applied to NATO units will replace the textures on all combat uniforms, Gillie and Survival Fatigues included, without changing the model, which I could not reproduce using the "uniformclass" replacement approach, since the Mod I'm using as a replacement doesn't have a class using these models.
  2. VonBarb

    CTRG Uniforms error

    My mistake, overlooked that part for some reason ;) I'm inheriting them from CfgVehicles because that's how the .cfg I used as a template did it, and because it works in half a dozen other NATO replacements I made. I tried putting it all under CfgWeapons as you suggested, but I'm still getting the same error message... :/ Could it be that i've been somehow force-feeding textures to items worn by classes, instead of applying textures to those items directly ?
  3. VonBarb

    CTRG Uniforms error

    Sorry, should've mentionned that name is a placeholder and not in the actual .cfg file . Please disregard everything coming before "class CfgVehicles" :D
  4. Hi Whenever I try to replace the default A3 CTRG uniforms (not the APEX ones) via configs, my game crashes when I try to enter the loadout editor, giving me an "Status_Access_Violation" error. I've tried both the item per item "hiddenselection" method and the "uniform class" one, with the same results. CTRG Plate carriers don't give me an error though. Here's my little bit of code (don't laugh) : class CfgPatches { class VonBarb's replacement thingie { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F","A3_Characters_F_exp"}; }; }; class CfgVehicles { class B_Soldier_base_F; class U_B_CTRG_1: B_Soldier_base_F { hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"\sf_uk_sbs\sf\UK\data\combatuniform_maritime_mtp_crye_co.paa"}; }; class U_B_CTRG_2: B_Soldier_base_F { hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"\sf_uk_sbs\sf\UK\data\combatuniform_maritime_mtp_crye_co.paa"}; }; class U_B_CTRG_3: B_Soldier_base_F { hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"\sf_uk_sbs\sf\UK\data\combatuniform_maritime_mtp_crye_co.paa"}; }; class cfgWeapons { /*extern*/ class H_Booniehat_khk_hs; /*extern*/ class Default; class H_Booniehat_khk: H_Booniehat_khk_hs { hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\sf_us_sbs\sf\UK\data\booniehat_maritime_mtp_co.paa"}; }; }; All other NATO items work fine with the exact same script, but I seem to hit a rock everytime I try to get near the CTRG ones :mellow: Anyone got any idea ?
  5. My virtual hat off to you Sir, that fixed it very nicely ! The "noflag" vests were always in the game AFAIK, at least before APEX release, which is why I wasn't looking for any APEX dependencies. Turns out they're now part of the APEX expantion. Thanks again for putting an end to a very frustrating couple of days of fruitless .cfg tinkering !
  6. Hi I'm trying to create a basic replacement config to replace the NATO tactical vests and plate carriers. I want to keep it as MP-friendly and compatible as possible, so i'm only looking to replace the textures with ones from the "GEAR" items pack. I was able to easily replace the "US" platecarriers using one of Dusty's unbinarised replacement .cfg as a template, but for some reason I cannot replace the "No Flag" variants of the vests. I have tried everything I could think of, using the "setObjectTexture" command, adding the "insigna" hiddenselection, trying to override the item completely by re-assigning the model via the "model" command, but nothing seems to be working. Here is my config as it stands now : Am I missing something, am-I doing something terribly wrong or is there a secret trick to replacing textures for these items ? Any help would be greatly appreciated. Thx, VonBarb.
  7. Hi I've been looking for a thread that would explain how to Hex edit p3ds to change the texture paths for a couple of reskins I'm working on. All the threads I could find on the subjetc simply mentionned a Hex editor was needed (got Cygnus Hex free) and that the new texture paths needed to match the old ones in length, but no sign of any tutorial that explains just how to go about the process. I've tried opening a P3d in Cygnus and I got a file with several hundreds (if not thousands) lines, one of which I'm sure must be directing the 3d file to the corresponding texture. Surely there must be a way to isolate that lines from the block for ease of editing. Could someone familiar with the process please give a short explanation on how it's done ? That would be much appreciated, thanks. Cheers Nico
  8. VonBarb

    TexView 2 woes...

    Please ignore the loud banging, it's just the sound of my right hand repeatedly punching myself in the face as I write this with the left, eyes low with shame. So, after trying everything and messing around with BinPbo to finally realise Kegety's Cpbo was a much more handy little proggy that worked just fine with other little modifications I had made, it occured to me that the only possible explanation was that the user (in this case, stupid me) was at fault. And indeed, guess who completely overlooked the fact his addon folder had a subfolder with the same name (from Eliteness decompressing) that logically prevented the .cfg to find what it was supposed to find ? That's right, me. Let this self-inflicted public humiliation serve as a lesson. Thank you for the help gentelemen ! Cheers Nico
  9. Hey all First post here, because I've been able to sort out my problems myself so far but this time I'm really stuck and would appreciate some insight from experienced modders. This seems to be the right place for my query as I'm pretty sure I'm missing something when using Texview. So I've been messing around with textures trying to reskin some units. Could convert from .paa to .tga, edit them with good old Gimp and convert them back to .paa, pack everything in a nice .pbo and launch the game for testing. But, everytime I try to start a mission with units using my new textures, I get a crash to desktop. I'm assuming this has to do with my textures format/conversion. I've tried saving them with and w/o RLE compressing and/or bottom-left origin (when saving from Gimp). I've tried all 4 combinations, to no avail. Is there something I'm missing right before saving my .tga as .paa from Texview ? Selecting RGBA and DXT1 in the dropdown menus doesn't seem to help either. Thanks for any help/tips. I'm pretty sure this isn't a stupid question (I mean, I did try, right ? :D ) but in case it is, spare me no flames gentlemen... Cheers Nico
×