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About dirtynorf

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  1. Nope, still have the error.
  2. Maybe i'll give it a go then. So using Mikero's I fixed a few errors it through up the first time around which I got rid of using the full P:\ path but nope still get the same "cannot load error".
  3. It was in a mission folder. I packed and then depbo'd the file and the textures seem to be in the right place. Should I be checking "Binarize all textures" on Addon builder? Edit: I tried checking that box but that didn't help.
  4. I'm using Arma Tools Addon Builder. I might try reinstalling it. So I found out that it would crash because I tried opening binarized default BIS models. But that means i cannot view my texture in oxygen as I cannot open the default model. However, I have used setObjectTexture in a mission and the texture does in fact work.
  5. I used photoshop to make it into a png and then TexView into .paa I never use O2 because it crashes before it opens. I've checked the name about 9 times so unless I'm being really dumb I'm sure it's not the name.
  6. P drive? How would that work when it's shared out? I also tried it from my P drive and that still didn't work. This is confusing the hell out of me.
  7. RPT? I tried it with one of the default textures and that worked fine, no issues. The error is: "Cannot load texture ddrf_kanish_army\ddrf_kanish_army\data\Wood_Uniform.paa"
  8. You keep suggesting things I've already fixed so I'll post the updated files. cfgVehicles.hpp //=============================================================== //notes Class Parent Names class B_Soldier_F; class UniformItem; //=============================================================== //notes Custom Classes (Uniforms) class ddrf_wood_rifleman : B_Soldier_F { _generalMacro = "ddrf_wood_rifleman"; scope = 2; displayName = "Rifleman"; faction = "ddrf_kanish_army_faction"; vehicleClass = "ddrf_kanish_army_wood"; nakedUniform = "U_BasicBody"; uniformClass = "ddrf_uni_wood"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"ddrf_kanish_army\ddrf_kanish_army\data\wood_uniform.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; weapons[] = {}; magazines[] = {}; respawnMagazines[] = {}; }; cfgWeapons.hpp //=============================================================== //notes Class Parent Names class B_Soldier_F; class UniformItem; class Uniform_Base; class ItemInfo; //=============================================================== //notes Custom Classes (Uniforms) class ddrf_uni_wood : Uniform_Base { scope = 2; displayName = "K15 Woodland"; 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 = "ddrf_wood_rifleman"; containerClass = "Supply80"; mass = 55; }; }; Folder systems: ddrf_kanish_army (pbo) > ddrf_kanish_army > data > Wood_Uniform.paa
  9. Whilst I can't get the config working I am re-doing the texture that is named properly already. But any thoughts on my problem? If I can't get textures on units then the whole addon falls apart.
  10. At the time I was trying it out like that. I have tried with both folders included, I've depbo'd mod's that work and everything of mine seems to be the same but obviously it isn't because mine doesn't work. As I say I can put the texture on someone using the script command in a mission but not from an addon.
  11. Thanks but all you've posted is a shorter version of what I've got. The problem still occurs. Any help still? Update: I can load the texture using setObjectTexture in a mission file but I still cannot get it to load from an addon?
  12. I am trying to retexture and everytime I place down the unit it throws up the "Cannot Load texture" error. I have tried multiple different path names to try and get it to work but to no avail. Uniform class in cfgWeapons.hpp class ddrf_uni_wood : UniformBase { author = "DirtyDwarf"; scope = 2; displayName = "K15 Woodland; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"ddrf_kanish_army\Data\Wood_Uniform.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = ddrf_wood_rifleman; containerClass = Supply60; mass = 50; }; }; Soldier class in cfgVehicles.hpp class ddrf_wood_rifleman : B_Soldier_F { author = "DirtyDwarf"; // The name of the author of the asset, which is displayed in the editor. scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal. identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"}; // Identity Types are explained in the Headgear section of this guide. displayName = "Rifleman (Wood)"; // The name of the soldier, which is displayed in the editor. faction = "ddrf_kanish_army_faction"; cost = 200000; // How likely the enemies attack this character among some others. camouflage = 1.5; // How likely this character is spotted (smaller number = more stealthy). sensitivity = 2.5; // How likely this character spots enemies when controlled by AI. threat[] = {1, 1, 0.8}; // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies. model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; // The path to the model this character uses. uniformClass = "ddrf_uni_wood"; // This links this soldier to a particular uniform. For the details, see below. hiddenSelections[] = {"camo"}; // List of model selections which can be changed with hiddenSelectionTextures[] and hiddenSelectionMaterials[] properties. If empty, model textures are used. hiddenSelectionsTextures[] = {"ddrf_kanish_army\Data\Wood_Uniform.paa"}; // The textures for the selections defined above. If empty, no texture is used. canDeactivateMines = true; // Can this character deactivate mines? engineer = false; // Can this character repair vehicles? attendant = 0; // Can this character heal soldiers? icon = "iconManEngineer"; // If a character has a special role, a special icon shall be used. picture = "pictureRifleman"; // The same as above, but for the squad picture. backpack = "B_Kitbag_mcamo_Eng"; // Which backpack the character is wearing. weapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put}; // Which weapons the character has. respawnWeapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put}; // Which weapons the character respawns with. Items[] = {FirstAidKit}; // Which items the character has. RespawnItems[] = {FirstAidKit}; // Which items the character respawns with. magazines[] = {mag_10(30Rnd_65x39_caseless_mag),mag_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green, mag_2(HandGrenade)}; // What ammunition the character has. respawnMagazines[] = {mag_10(30Rnd_65x39_caseless_mag),mag_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green ,mag_2(HandGrenade)}; // What ammunition the character respawns with. linkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; // Which items the character has. respawnLinkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; // Which items the character respawns with. }; I've tried following different tutorials almost exactly but that hasn't helped either. I just have no idea what the problem is. EDIT: my pbo folder is ddrf_kanish_army\ddrf_kanish_army\Data\texture.paa with the config.cpp and includes inside the second ddrf folder.
  13. Hi, I'm trying to do a similar thing. However I have custom weapon mods that use Joint Rails and I cannot get the unit to spawn with the attachments on the weapon. Currently I have it so a new weapon is made with these attachments, is there a different way? Like the VA export is, can I just spawn them with the rifle and then state which accessories they have without creating a new weapon class? Thanks,
  14. Apologies for the really late reply, I didn't realise anyone replied. I've changed it (and to note had to remove ":compatibleitems" and replace it with a = but now I get an error that it cannot read the config file when trying to pbo with the addon builder. It's saying there is an input after the end of the file.