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Found 6 results

  1. I would like to know what steps I should follow to configure a custom head in the scripts, model.cfg, and config.cpp as shown in these tutorials and examples, to achieve the same result, or provide me with guidance or other links that can help. Examples: https://steamcommunity.com/profiles/76561198375402218/myworkshopfiles/?appid=107410
  2. Does anyone know how I can add a customized head in Arma 3? I already have it ready for import, but I'm not sure of the steps to follow. The neck was derived from the default Arma 3 head model, but it's configured. What I don't know is how to transfer it to Arma 3. https://imgur.com/a/4BWloWn
  3. Hi all, I developed a Custom Head and it works fine but if I add the injury RVMAT in the config I get this error : I can guarantee you I checked a lot of times, the RVMAT address is right! Of course, I tried with "\" before the address and without it. I tried also to move it into another folder, I tried to change the RVMAT with a new one, another taken from a works Addon but nothing I always get the same error. But the thing very strange is this, If I copy the address of an RVMAT, like for example: materialWounded1 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat"; it works fine with that, of course, I can't use that because the textures are for another Head. this is my config: ---------------------------------------------------------------------------------------------------------------------------------------------------------------- class CfgFaces { class Default; class Man_A3: Default { class Default; class max_hitman: Default { name = "Hitman"; displayname = "Agent47"; identityTypes[] = {"max_hitman"}; author = "Maxjoiner"; head = "hitman_Head"; texture = "\max_Hitman\head\data\hitman.paa"; material = "\max_Hitman\head\data\hitman.rvmat"; materialWounded1 = "\max_Hitman\head\data\hitman_injury.rvmat"; materialWounded2 = "\max_Hitman\head\data\hitman_injury.rvmat"; textureHL = "\max_Hitman\head\data\skin_co.paa"; materialHL = "A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat"; textureHL2 = "\max_Hitman\head\data\skin_co.paa"; materialHL2 = "A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat"; disabled = 0; }; }; }; class CfgHeads { class Default_A3; class hitman_Head: Default_A3 { model = "\max_Hitman\head\head.p3d"; class Wounds { tex[] = {}; mat[] = {"\max_Hitman\head\data\hitman.rvmat", "\max_Hitman\head\data\hitman_injury.rvmat", "\max_Hitman\head\data\Hitman_injury.rvmat"}; }; selectionHeadWound = "injury_head"; selectionPersonality = "personality"; }; }; ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Please anyone knows why I get that error?!
  4. Ive been working on a custom head model and I feel like ive made it quite far, having basically guessed my way through a good majority, but now as I almost reach the end goal for the mod im working on, I just cant get everything right. Firstly, the textures on the head show up "OK" in bulldozer (they seem to show a sort of grainy shadow of the thing behind the head, which I had hoped would fix itself upon being in game but the textures work otherwise), however when I get in game the head shows up as... some sort of purple mess. I'm not sure what the "error texture" for arma looks like (ie: pink/black checkers) but it seems like its drawing a texture from somewhere as there are details in random spots on the head.
  5. CameronBlake

    HTC VIVE in Arma?

    Hey guys, I know someone is going to tell me to use the search bar, which I have, but I haven't seen a specific answer. Is there any way to use the VIVE in Arma for head tracking? I bought it as an alternative to TrackIR and hoped there was I way that I could utilize it in the game. I'd appreciate any feedback on the matter!
  6. This really isn't the buggest issue but it does irritate me a small bit. My Track IR5 works perfectly fine that's not the real issue. Before players could see my head movment being translated form my Track IR5 but now it seems no one can see it at all. Has anyone else had this experience?
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