Forum Jump :

Author Message


Posts: 16
Rank:


Level: Member

Country: es
Location:
Occupation:
Age:
In-game name:

 
#1 Posted at 2016-02-06 20:46        
     
Hi, I'm starting doing my own mod and everything I did has his own texture in the object builder and I can see it in the buildozer, however when I launch the game with the addons the texture is missing I don't understand why. I let you some photos and my config, thanks you all mates.



The config...
enum {
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 englishelmet {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};

class cfgWeapons {
class ItemCore;	// External class reference
class InventoryItem_Base_F;	// External class reference
class HeadgearItem;

class englishelmet : ItemCore {
scope = 2;
weaponPoolAvailable = 1;
displayName = "English Helmet";
picture = "P:\IVAN\Ropas\Cascos\EnglishHelmet\data\ui\cascoingles1.paa";
UiPicture = "P:\IVAN\Ropas\Cascos\EnglishHelmet\data\ui\cascoingles1.paa";
model = "P:\IVAN\Ropas\Cascos\EnglishHelmet\go9_casco_ingles1.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"P:\IVAN\Ropas\Cascos\EnglishHelmet\data\go9_casco_ingles1.paa"};

class ItemInfo : HeadgearItem {
mass = 100;
uniformModel = "P:\IVAN\Ropas\Cascos\EnglishHelmet\go9_casco_ingles1.p3d";
modelSides[] = {3, 1};
armor = 20;
passThrough = 0.8;
};
};
};


Author Message


Posts: 1189
Rank:


Level: Member

Country: tr
Location:
Occupation: Computer Science student
Age: 20
In-game name: Wak

 
#2 Posted at 2016-02-06 21:05        
     
The paths have to be relative to the pbo you're making, not the p drive. Export the texture as a .paa and put it in your addon's pbo.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage

Advertisement


Author Message


Posts: 16
Rank:


Level: Member

Country: es
Location:
Occupation:
Age:
In-game name:

 
#3 Posted at 2016-02-06 21:10        
     
I tried it with "EnglishHelmet\data\go9_casco_ingles1.paa" that is the folder of the materials for the pbo and it doesnt work either.
-------------------------------------------------------------------------

I tried again and it works perfect, thank you so much <3

Added 18 minutes later:

I have now the same problem with weapons, i did the same: Put textures in data folder and put thess line in config:

hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"M1919V1.0\Data\m1919a4_co.paa"};

And it doesnt apear, like the helmet. I've got two diferents textures in the p3d, could be that the problem?

This post was edited by Thirteenluiz (2016-02-06 21:33, 675 days ago)


Author Message


Posts: 1189
Rank:


Level: Member

Country: tr
Location:
Occupation: Computer Science student
Age: 20
In-game name: Wak

 
#4 Posted at 2016-02-07 00:36        
     
The first texture should show up regardless, but if you have multiple textures, you should have it like this:

hiddenSelections[] = {"camo", "camo1"};
hiddenSelectionsTextures[] = {"M1919V1.0\Data\m1919a4_co.paa", "M1919V1.0\Data\m1919a4_co1.paa"};

Of course the names are dummy names.

EDIT: Also the "enum" part in unnecessary, it's a relic. You can just remove it.

This post was edited by 654wak654 (2016-02-07 00:43, 675 days ago)

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage

Author Message


Posts: 16
Rank:


Level: Member

Country: es
Location:
Occupation:
Age:
In-game name:

 
#5 Posted at 2016-02-07 01:44        
     
I build these configs from another base config but if its unnecesary I'll delete the enum. I think that the problem with the weapon is the model.cfg first of all I don't know how to do it, so I copied one from internet and changed names and obviously it doesn't works. I leave you the config and the model, thank you again.

Config:
////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 4.97
//Tue Sep 08 11:40:55 2015 : Source 'file' date Tue Sep 08 11:40:55 2015
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//ndefs=13
enum {
	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 weapons_f : SMGs\pdw2000\config.bin{
class CfgPatches
{
	class M1919
	{
		units[] = {};
		weapons[] = {"M1919"};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Weapons_F"};
		hiddenSelections[] = {"camo"};
		hiddenSelectionsTextures[] = {"M1919V1.0\data\m1919a4_co.paa"};
	};
};
class Mode_SemiAuto;
class Mode_FullAuto;
class SlotInfo;
class MuzzleSlot;
class CowsSlot;
//class PointerSlot;

///////////////////////////////////////////////////////////////////////////////////////////
///CARGADORES///
///////////////////////////////////////////////////////////////////////////////////////////
class CfgMagazines {
    class 20Rnd_762x51_Mag;             //Clase externa
	class 250Rnd_762x51_Mag : 20Rnd_762x51_Mag {
		ammo = "B_762x51_Ball";
		count = 250;                    //Cantidad de balas por cargador
		descriptionshort = "Calibre: 7,62 ACP (7,62 x 54)<br />Cargador: 250<br />Usado en: Ametralladora M1919";
		displayname = "Cargador M1919 250rnd";
		initspeed = 850;                //Velocidad de salida de la bala
		lastroundstracer = 15;          //Numero de balas al final del cargador que son trazadoras
		picture = "M1919\Data\UI\go9_cargador_m3.paa";
		model = "M1919V1.0\cargador_m1919.p3d";
		scope = 2;
		tracersevery = 3;               //Cada cuantos disparos uno es con trazadora
	};
};
class CfgAmmo {
    class B_762x51_Ball;                //Clase externa
	class 250Rnd_762x51_Ball : B_762x51_Ball {
		airfriction = -0.001425;
		caliber = 7.62;
		cost = 1;                       //Coste del uso del arma (A mayor coste, menos veces la usara la IA)
		deflecting = 16;                //Desviación del disparo y con que angulo
		hit = 30;                       //Fuerza del disparo
		indirecthit = 2;                //Fuerza indirecta del disparo
		indirecthitrange = 1;           //Radio en metros donde afecta la fuerza indirecta del disparo
		model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
		nvgonly = 1;                    //Define si las trazadoras solo pueden verse mediante vision nocturna
		tracerendtime = 1;
		tracerscale = 1;
		tracerstarttime = 0.05;
	};
};		

///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////

class CfgWeapons
{
	class Rifle;
	class Rifle_Base_F: Rifle
	{
		class WeaponSlotsInfo;
	};
	
	class M1919_base_F: Rifle_Base_F
	{
		scope = 0;
		magazines[] = {"250Rnd_762x51_Mag"};
		maxZeroing = 1300;                   //Distancia máxima efectiva 
		discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1200,1500}; //Rango de distancias de la mira
		discreteDistanceInitIndex = 1;       //Posicion inicial de la mira
		descriptionShort = "$STR_A3_CfgWeapons_pdw2000_base_F0";
		handAnim[] = {"OFP2_ManSkeleton","\M1919V1.0\anim\M1919.rtm"}; //Colocacion de las manos sobre el fusil
		reloadAction = "GestureReloadMMG02"; //Animacion de recarga
		recoil = "recoil_pdw";
		distanceZoomMin = 50;
		distanceZoomMax = 50;
		bullet1[] = {"M1919V1.0\sonidos\M1919_shoot",0.5011872,1,15};
		bullet2[] = {"M1919V1.0\sonidos\M1919_shoot2",0.39810717,1,15};
		soundBullet[] = {"bullet1",0.083,"bullet2",0.083};
		modes[] = {"Single","FullAuto"};               //Modos de fuego
		drySound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\MK200\dry_Mk200",0.1,1,20};
		changeFiremodeSound[] = {"A3\Sounds_F\arsenal\weapons\SMG\PDW2000\Firemode_pdw2000",0.25118864,1,5};
		reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\weapons_static\Static_GMG\reload_static_GMG",1.0,1,10};
		
		class Single: Mode_SemiAuto
		{
			sounds[] = {"StandardSound"};
			class BaseSoundModeType
			{
				closure1[] = {"M1919V1.0\sonidos\M1919_shoot",0.5011872,1,10};
				closure2[] = {"M1919V1.0\sonidos\M1919_shoot2",0.5011872,1.1,10};
				soundClosure[] = {"closure1",0.5,"closure2",0.5};
			};
			class StandardSound: BaseSoundModeType
			{
				begin1[] = {"M1919V1.0\sonidos\M1919_shoot",1.2589254,1,1000};
				begin2[] = {"M1919V1.0\sonidos\M1919_shoot2",1.2589254,1,1000};
				soundBegin[] = {"begin1",0.5,"begin2",0.5};
			};
			
			reloadTime = 0.0545;
			recoil = "recoil_single_pdw";
			recoilProne = "recoil_single_prone_pdw";
			dispersion = 0.00250; //Defecto 0.00203
			minRange = 2;
			minRangeProbab = 0.3;
			midRange = 200;
			midRangeProbab = 0.7;
			maxRange = 350;
			maxRangeProbab = 0.05;
			aiRateOfFire = 2.0;
			aiRateOfFireDistance = 500;
		};
		class FullAuto: Mode_FullAuto
		{
			sounds[] = {"StandardSound"};
			class BaseSoundModeType
			{
				closure1[] = {"M1919V1.0\sonidos\M1919_shoot",0.5011872,1,10};
				closure2[] = {"M1919V1.0\sonidos\M1919_shoot2",0.5011872,1.1,10};
				soundClosure[] = {"closure1",0.5,"closure2",0.5};
			};
			class StandardSound: BaseSoundModeType
			{
				begin1[] = {"M1919V1.0\sonidos\M1919_shoot",1.2589254,1,1000};
				begin2[] = {"M1919V1.0\sonidos\M1919_shoot2",1.2589254,1,1000};
				soundBegin[] = {"begin1",0.5,"begin2",0.5};
			};
			
			reloadTime = 0.06;                //Cadencia del arma (A menor numero mayor cadencia)
			recoil = "recoil_auto_pdw";
			recoilProne = "recoil_auto_prone_pdw";
			dispersion = 0.00203;
			minRange = 5;                     //Distancia minima en la cual dispara la IA
			minRangeProbab = 0.75;            //Probabilidad de que ocurra minRange
			midRange = 150;                   //Distancia a la que la IA disparara si o si
			midRangeProbab = 0.85;            //Probabilidad de que dispare
			maxRange = 300;                   //Distancia maxima a la que la IA disparara
			maxRangeProbab = 0.45;            //Probabilidad de que dispare a la distancia maxima
			aiRateOfFire = 0.2;               //Tiempo que tomara la IA para volver a disparar despues de cada disparo por encima de la distancia dada en aiRateOfFireDistance, por debajo de esa distancia disparan a saco
			aiRateOfFireDistance = 180;       //Distancia definida para lo arriba explicado
		};
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			class MuzzleSlot: MuzzleSlot
			{
		        linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
				compatibleItems[] = {"muzzle_snds_L"};
				iconPosition[] = {0.0,0.45};
				iconScale = 0.2;
			};
			class CowsSlot: CowsSlot
			{
				iconPosition[] = {0.5,0.4};
				iconScale = 0.15;
			};
			class PointerSlot{};
		};
	};

	class M1919: M1919_base_F
	{
		author = "GO#9-Ivan";
		_generalMacro = "GO#9-Ametralladora M1919";
		scope = 2;
		model = "\M1919V1.0\m1919.p3d";
        //modelOptics = "-";
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			mass = 300;
		};
		inertia = 0.7;                        // Aqui hay que poner 0.1 para pistola, 0,5 para rifle, 0,7 para ametralladora y 1.0 para lanzacohetes
		dexterity = 1.0;                      // Tiempo que tarda en encañonar¿? A menor numero mayor tiempo
		initSpeed = 850;                      //Velocidad en metros/segundo de la salida de la bala
		class ItemInfo
		{
			priority = 2;
		};
		displayName = "GO#9-Ametralladora M1919";
		picture = "\M1919\Data\UI\M1919_perfil.paa";
		UiPicture = "\A3\Weapons_F\Data\UI\icon_regular_CA.paa";
		hiddenSelections[] = {"m1919"};
		hiddenSelectionsTextures[] = {"M1919V1.0\data\m1919_co.paa"};
		class Library
		{
			libTextDesc = "El M3 es un subfusil estadounidense de calibre 11,43 mm que emplea el cartucho .45 ACP. Entró en servicio en el Ejército estadounidense el 12 de diciembre de 1942 con la denominación de United States Submachine Gun, Cal..45, M3 y empezó a reemplazar a los subfusiles Thompson M1928A1, M1 y M1A1, que iban siendo paulatinamente retirados. El diseñador del arma fue G. Hyde, mientras que F. Sampson - ingeniero jefe de la división Inland de la General Motors - fue el encargado de preparar y organizar la producción. Incluso durante su desarrollo, el diseño del arma se centró en simplificar su producción, ser sencilla de usar y poder recalibrarla para emplear cartuchos 9 x 19 Parabellum.";
		};
	};
};
//};

Model:
class CfgModels
{
	class m1919
	{
		sectionsInherit="";
		sections[] = {};
		skeletonName = "";
	};

	class St_Box: Default
	{
		sections[] =
		{
			"m1919"
		};
	};
};


Author Message


Posts: 1189
Rank:


Level: Member

Country: tr
Location:
Occupation: Computer Science student
Age: 20
In-game name: Wak

 
#6 Posted at 2016-02-07 09:49        
     
Sorry, I have no knowledge of putting models in arma so I can't help you complete the model config, but I see couple other things:
  • You can get rid of everything until CfgPatches
  • You don't need hiddenSelections[] and hiddenSelectionsTextures[] in the CfgPatches,
  • "_generalMacro" is an automatically generated value, you can get rid of it (line #193)
  • I noticed you're mostly referring to a pbo named "M1919V1.0" but sometimes another one named "M1919"

Other than those I can't see anything out of the ordinary, maybe my Spanish is a little rusty.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage

Author Message


Posts: 16
Rank:


Level: Member

Country: es
Location:
Occupation:
Age:
In-game name:

 
#7 Posted at 2016-02-07 10:55        
     
I'll correct those mistakes... Yesterday when I did the helmet the textures doesn't appear in game till adding hiddenSelections lines and correct the route of the pbo, however when I share the pbo with a friend he couldn't see the texture in the game and I could, the same pbo! This has no sense for my so today I make again the pbo and now the textures are missing again... :-| Could anyone help me with that?

Sumary: Textures are in the P3D. Textures didn't appear in game. I added hiddenSelections lines to the config and the appeared. The same pbo didnt work for other person. I make the pbo again. Textures missing again without changin nothing.

config.cpp
class CfgPatches {
class englishelmet {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};

class cfgWeapons {
class ItemCore;	// External class reference
class InventoryItem_Base_F;	// External class reference
class HeadgearItem;

class englishelmet : ItemCore {
scope = 2;
weaponPoolAvailable = 1;
displayName = "English Helmet";
picture = "EnglishHelmet\data\ui\cascoingles1.paa";
UiPicture = "EnglishHelmet\data\ui\cascoingles1.paa";
model = "EnglishHelmet\go9_casco_ingles1.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"EnglishHelmet\data\go9_casco_ingles1.paa"};

class ItemInfo : HeadgearItem {
mass = 100;
uniformModel = "EnglishHelmet\go9_casco_ingles1.p3d";
modelSides[] = {3, 1};
armor = 20;
passThrough = 0.8;
};
};
};

model.cfg
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"
		};
		skeletonName = "OFP2_ManSkeleton";
	};
		class go9_casco_ingles1 : ArmaMan {};
};

Added 4 hours 8 minutes later:

I solve the problem. It was that the pbo's folders weren't directly put int P:\ hope it helps someone with the same problem

This post was edited by Thirteenluiz (2016-02-07 15:03, 674 days ago)


Author Message


Posts: 1589
Rank:


Level: Member

Country: pf
Location: Tahiti
Occupation: too many Arma
Age: 57
In-game name: Kobayashi Maru

 
#8 Posted at 2016-02-07 16:37        
     
Are you sure? I can't understand what is the link between your problem and P: drive. You don't need any P: to run an addon.

This post was edited by Pierre MGI (2016-02-07 17:13, 674 days ago)

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

Author Message


Posts: 16
Rank:


Level: Member

Country: es
Location:
Occupation:
Age:
In-game name:

 
#9 Posted at 2016-02-07 18:30        
     
I'm totally sure, the textures didn't work till I applied them over the p3d with the folder in the root of P:.
Before the addon work perfect however helmet and weapons were completely white.
This is how it looks now:

When I said ' pbo's folder' I mean the folder of the content of the pbo before convert it to a .pbo file, sorry if my explanation was bad.