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Found 3 results

  1. I have a lattice object that I attached to the technique, but when the technique is defeated, the textures of the lattice object remain the same, I decided to use hiddenSelections[] = {"green", "sand", "broken"}; hiddenSelectionsTextures[] = {"data\green.paa", "data\sand.paa", "data\broken.paa"}; I decided to connect a script that will execute in a .skf file, but the arma does not react in any way, the object remains the same color. Help! How to make an object change color depending on whether the vehicle is alive or not. .sqf file: is there any other way to implement this idea?
  2. Hello everyone: I need help deciphering what I am doing wrong when setting up my new balaclava. I already made several new textures for the vanilla arma3 balaclavas previously without problems. class CfgPatches { class TCGM_BanBal01 { units[]={}; weapons[]= { "TCGM_BalaclavaTI_JapR", "TCGM_BalaclavaTI_Skul", "TCGM_BalaclavaTI_SkulArdiDig" }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_BalaclavaTI_JapR: None { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_JapR"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBHanRed"; faction="TCGM_SF"; model="\A3\Characters_F_Exp\BLUFOR\G_Balaclava_TI_F.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_JapR_co.paa" }; identityTypes[]={}; mass=6; }; class TCGM_BalaclavaTI_Skul: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_Skul"; displayName="$STR_TCGM_BB1SBSkBlk"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_Skul_co.paa" }; }; class TCGM_BalaclavaTI_SkulArdiDig: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_SkulAridDig"; displayName="$STR_TCGM_BB1SBSkDigAr"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_hex_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_SkulHex_co.paa" }; }; }; Now I am starting to make my own models and have been successful in virtually the entire process... I have the new balaclava in the game working properly, with the default texture that I have embedded in the model. But I could not add a second texture as I did with vanilla balaclavas before. A second balaclava appears in the game but with the same texture as the first. class CfgPatches { class TCGM_BanBal02 { units[]={}; weapons[]= { "TCGM_Balaclava_Blk_Scrp" "TCGM_Balaclava_Blk_NoMask", }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_Balaclava_Blk_Scrp: None { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_Scrp"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBBlkScrp"; model="\TCGM_BanBal01\Models\TCGM_Balaclava_Blk_Scrp.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_co.paa" }; identityTypes[]={}; mass = 7; faction="TCGM_SF"; }; class TCGM_Balaclava_Blk_NoMask: TCGM_Balaclava_Blk_Scrp { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_NoMask"; displayName="$STR_TCGM_BB1SBBlk"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_co.paa" }; identityTypes[]={}; mass = 7; }; }; I made my model in blender from scratch, configured the texture and materials there and exported the work to the p3d format. https://imgur.com/RjPv1Za In Object Builder I added some LOD (level of detail) layers, like "Geometry" and I add the property "autocenter" with value "0" https://imgur.com/vfWnuKh I am sure there has to be a way to add a new balaclava using the same model with a new texture... Because I did it with the vanilla ones. Here is my file of model materials. TCGM_Balaclava_Blk_Scrp.rvmat class StageTI { texture="#(argb,8,8,3)color(0,0,0,0)"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.1,0.1,0.1,1}; specularPower=20; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(2,0.5)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Here is my "model.cfg" file class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", // Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", // New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", // Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", // Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", // Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", // Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan: Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide" }; skeletonName = "OFP2_ManSkeleton"; }; class TCGM_Balaclava_Blk_Scrp: ArmaMan { sections[] = { "camo" }; }; }; Please Help me to find the solution. Thanks. https://imgur.com/bIXaasm
  3. Hello, retexturing the Vermin .45 SMG (Vector/SMG_01) is currently impossible, I`ve been told by [da12thMonkey] that it seems its .p3d is not set up for using hiddenSelections and hiddenSelectionsTextures via config file. I`ve been trying to retexture some of the vanilla weapons and got the Mk18 (M14EBR/srifle_EBR_F) aswell as the TRG21 variants (TAR-21/arifle_TRG21_F/arifle_TRG21_GL_F) working with a custom texture by creating a new class from each of the weapons mainclass. As to the Vector, I had no such luck, the weapon kept its original texture no matter what. Any chance that the vector`s .p3d will be changed in a future update to accept hiddenSelections and hiddenSelectionsTextures?
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