zurf3r
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10 GoodAbout zurf3r
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...that fixed it, i feel so stupid now lol, thanks again! :D
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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"}; }; }; };
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like picture = "T1T\data\UI\icon_h_beret02_black_ca.paa"; ? Beacuse I tried the code above already, and that gives the same error.
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How would I fix this? o.o
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Unticking binarize worked, thank you so much for the help! :)
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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?
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Nothing in the config viewer... Still dont understand why the texture wont pack... Thats the way its supposed too be placed right?
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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.
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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.
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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?
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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"}; }; }; };