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zurf3r

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About zurf3r

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  1. ...that fixed it, i feel so stupid now lol, thanks again! :D
  2. Not in any way 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 T1_Beret_Black { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class T1_Beret_Black : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Testing"; picture = "T1T\data\UI\icon_h_beret02_black_ca"; model = "\A3\Characters_f_epb\BLUFOR\headgear_beret02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"T1T\data\headgear_beret02_black_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_f_epb\BLUFOR\headgear_beret02"; modelSides[] = {3, 1}; armor = 0; passThrough = 0; hiddenSelections[] = {"camo"}; }; }; };
  3. like picture = "T1T\data\UI\icon_h_beret02_black_ca.paa"; ? Beacuse I tried the code above already, and that gives the same error.
  4. How would I fix this? o.o
  5. Unticking binarize worked, thank you so much for the help! :)
  6. Aight, that worked perfectly, I can see the item if have it in my inventory or if its in a box. Gives me the typical Cannot load texture t1t\data\headgear_beret02_co.paa. So the fact that the textures doesnt pack into the .pbo, is there anyway i can fix that?
  7. Nothing in the config viewer... Still dont understand why the texture wont pack... Thats the way its supposed too be placed right?
  8. Thats wierd, beacuse its there for me The headgear_beret02 spawns perfectly fine for me with its normal classname, H_Beret_02 My texture loaded completly fine in Texview2.
  9. Yup, all the model paths are correct. Still not packing the texture into the .pbo, does it have anything todo with the hiddenSelectionsTextures[] path? Thats the code I have at the moment. 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 T1_Beret { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class T1_Beret : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Team One Tactical Beret"; picture = "\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa"; model = "\A3\Characters_f_epb\BLUFOR\headgear_beret02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"T1T\data\headgear_beret02_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_f_epb\BLUFOR\headgear_beret02"; modelSides[] = {3, 1}; armor = 0; passThrough = 0; hiddenSelections[] = {"camo"}; }; }; }; And this is my hierarchy for the files.
  10. Alright, cool. My texture doesnt seem to be packing itself into the .pbo, does it have too be in a specific hierachy or something similar? Also, what name would I use too spawn the item with the custom texture applied too it?
  11. Hello! First time attempting too mod/reskin arma, was wondering if anyone could check the config and see if theres anything wrong. And also, how would I spawn the item ingame after ive packed it into a pbo? Oh, and would i need to create a model.cfg for the retexture? 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_helmet_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class T1_Beret : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "TEST"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F_Epb\BLUFOR\headgear_beret01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"TEST\data\test_beret02_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F_Epb\BLUFOR\headgear_beret01"; modelSides[] = {3, 1}; armor = 0; passThrough = 0; hiddenSelections[] = {"camo"}; }; }; };
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