Forum Jump :

Author Message


Posts: 16
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name: Sgt. Justin

 
#1 Posted at 2017-02-23 18:24        
     
Hey, im a semi-decent programmer and ive been learning Arma 3 scripting and development as well as graphic design, texturing and modeling.

I have successfully textured and imported tanks and helis and weapons into the game but after 16 hours of countless tries at fixing and researching i have had no luck on importing clothing or equipment!

Config.cpp: http://pastebin.com/mdp7dWy9
Config.CPP Issue Line #'s: 456-484 "Items appear in game as if they werent textured at all!"
Source: https://goo.gl/nJ8FUD "Its a shortened Google Drive link"

Source File Size: 240MB
Source File Location: GoogleDrive
*Disclaimer* Do not download my source files from anywhere other than google drive links I provide, other posts may contain viruses or other malicious software. Only be sure the file I post are clean.

Any insight into what is going on and how i can fix this would be great. Im going insane here trying to fix this lmao!

All the random classes in the Config.CPP @Line 348-361 are from different fixes ive been trying.

Thanks in advance for any help you can give!



Author Message


Posts: 7
Rank:


Level: Member

Country: de
Location: Rhineland Palatinate
Occupation:
Age: 30
In-game name: Ben@Arms

 
#2 Posted at 2017-02-24 03:06        
     
Hi =)

I try to help out....

So far i have found two errors regarding the ghillie suit. First one is, that the ghillie is missing in:

 class DMG_Retextures
    { ....

And a Uniform to wear is actually made differently. I show you my config for an AAF-Uniform:

class ILF_Uniform: Uniform_Base
			{
				author = "Ben@Arms";	
				faction = "ILF";
				scope = 2;
				displayName = "ILF-Uniform";
				picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
				model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
				hiddenSelections[]= {"camo"}; 
				hiddenSelectionsTextures[]= {"\BEN_ILF\gear\ilf_uniform.paa"}; 
				
				class ItemInfo : UniformItem
				{
					uniformModel = "-";
					uniformClass = "ILF_Soldier_Base";
					containerClass = "Supply20";
					mass = 30;
				};
			};

Maybe this can help you for the Uniform

But i have a beautiful description here:
Bohemia Wiki

This post was edited by Ben@Arms (2017-02-24 03:12, 241 days ago)

Mission design at 14. Jägerkompanie

Advertisement


Author Message


Posts: 16
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name: Sgt. Justin

 
#3 Posted at 2017-02-24 04:28        
     
class ItemInfo : UniformItem
{
uniformModel = "-";
uniformClass = "ILF_Soldier_Base";
containerClass = "Supply20";
mass = 30;
};

I do not have a uniformClass = "ILF_Soldier_Base"; i dont believe, so where do i go about creating this?

and for Class DMG_Retextures where do uniforms and equipment go in the weapons or units section?

Added 9 minutes later:



class DMG_Textures_Uniform_Ghillie_Camo_Snow: Uniform_Base
{
author = "DeadManGaming";
faction = "Custom_Faction_Nato";
scope = 2;
displayName = "Ghillie Suit [NATO] - Snow";
picture = "";
model = "\A3\Characters_F_Mark\INDEP\i_fullghillie_f.p3d";
hiddenSelections[] = {"camo","camo3","camo4"};
hiddenSelectionsTextures[] = {"dmg_retextures\Data\Clothing\Ghillie\ghillie_coverall_camo_snow.paa","dmg_retextures\Data\Clothing\Ghillie\ghillie_threads_camos_snow.paa","dmg_retextures\Data\Clothing\Ghillie\ghillie_threads_5lod_camos_snow.paa"};
editorPreview = "";

class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = DMG_Textures_Uniform_Ghillie_Camo_Snow;
containerClass = Supply40;
mass = 40;
};
};

Also tried using a suitpack instead of the ghillie like you said in your example, same result.

class DMG_Textures_Uniform_Camo_Snow: Uniform_Base
{
author = "DeadManGaming";
faction = "Custom_Faction_Nato";
scope = 2;
displayName = "Ghillie Suit [NATO] - Snow";
picture = "";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"dmg_retextures\Data\Clothing\Ghillie\ghillie_snow.paa"};
editorPreview = "";

class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = DMG_Textures_Uniform_Camo_Snow;
containerClass = Supply40;
mass = 40;
};
};

Added 6 hours 16 minutes later:

//Units
class B_Sniper_F;
class Custom_Uniform_Camos_Snow: B_Sniper_F { //Snow Camo Ghillie Suit
author = "DeadManGaming";
_generalMacro = "B_Sniper_F; ";
scope = 2;
displayName = "Special Ops Sniper - Snow";
identityTypes[] = {"Head_NATO", "G_NATO_default"};
genericNames = "NATOMen";
editorSubcategory = "EdSubcat_Personnel_SpecialForces";
faction = "Custom_Faction_Nato";
model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO
uniformClass = "Custom_Uniform_Camos_Snow";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"dmg_retextures\Data\Clothing\BaseClothing\clothing_camos_snow.paa"};
weapons[] = {"DMG_Textures_M320_Sniper_Greyscale","DMG_Textures_P07_Colors_Greyscale","Throw","Put"};
respawnWeapons[] = {"DMG_Textures_M320_Sniper_Greyscale","DMG_Textures_P07_Colors_Greyscale","Throw","Put"};
magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
linkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
}; //CfgVehicles END


This works correctly and displays properly in game but no matter what i do to this class it will not load custom ghillie textures properly.

This post was edited by LordComfy (2017-02-24 11:03, 241 days ago)


Author Message


Posts: 7
Rank:


Level: Member

Country: de
Location: Rhineland Palatinate
Occupation:
Age: 30
In-game name: Ben@Arms

 
#4 Posted at 2017-02-24 14:56        
     
LordComfy:
I do not have a uniformClass = "ILF_Soldier_Base"; i dont believe, so where do i go about creating this?

Every Uniform uses a soldier class, that is scope = private. In your mod, you will have to make a baseclass yourself =)

Basically the uniform your sniper is going to wear must be clarified in an invisible "base_soldier_class" like "dmg_soldier_base".


LordComfy:
and for Class DMG_Retextures where do uniforms and equipment go in the weapons or units section?
In my cfgVehicles

Bi-Wiki:
/// Uniform config ///
class cfgWeapons
{
class UniformItem;

class U_B_soldier_new: Uniform_Base
{
author = "Splendid Modder";
scope = 2;
displayName = "New Uniform";
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[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};

class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = B_soldier_new;
containerClass = Supply40;
mass = 40;
};
};
};

A uniform is linked with a character thanks to certain properties in both configs:

in character config, uniformClass property has to contain the name of the uniform class the character is wearing
in uniform config, uniformClass property in the ItemInfo subclass has to contain the name of one of the characters who are wearing the uniform


Please note the model property in a uniform config is actually not a model of the uniform, but a model of what we call a suitpack – the thing which appears on the ground when a uniform is placed in the editor, or when a character drops it. There are now four models for suitpacks, three of them located at \A3\Characters_F\Common\Suitpacks\. The model for Kart driver's uniform's suitpack is located separately at \A3\Characters_F_Kart\Civil\Suitpacks\:



this is my config in cfgVehicles, that defines the soldier base class, who will actually display my ILF-uniform ingame, so i can put in on soldiers:

	class I_Soldier_base_F;
	class ILF_Soldier_Base : I_Soldier_base_F
				{
				_generalMacro = "I_Soldier_F";
				scope = 0;
				faction = "ILF";
				author = "Ben@Arms";
				displayName = "ILF_Soldier_Base";
				nakedUniform = "U_BasicBody";
				uniformAccessories[] = {};
				uniformClass = "ILF_Uniform";
				linkedItems[] = {"V_TacVest_oli", "ILF_Helmet","G_Bandanna_khk",   "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio","FirstAidKit"};
				hiddenSelections[]= {"camo"}; 
				hiddenSelectionsTextures[]= {"\BEN_ILF\gear\ilf_uniform.paa"}; 
				};
				

This is my cfgWeapons, where i declare my custom helmet and my uniform:

class cfgWeapons

{
class H_HelmetIA;
class U_I_CombatUniform;
class Uniform_Base;
class UniformItem;
class ItemInfo;
class ItemCore;

		class ILF_Helmet: H_HelmetIA
			{
				_generalMacro = "H_HelmetIA";  
				author = "Ben@Arms";	
				faction = "ILF";
				scope = 2;
				displayName = "ILF-Helmet";
				hiddenSelections[]= {"camo"}; 
				hiddenSelectionsTextures[]= {"\BEN_ILF\gear\ilf_helmet.paa"}; 
				
			};
		class ILF_Uniform: Uniform_Base
			{
				author = "Ben@Arms";	
				faction = "ILF";
				scope = 2;
				displayName = "ILF-Uniform";
				picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
				model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
				hiddenSelections[]= {"camo"}; 
				hiddenSelectionsTextures[]= {"\BEN_ILF\gear\ilf_uniform.paa"}; 
				
				class ItemInfo : UniformItem
				{
					uniformModel = "-";
					uniformClass = "ILF_Soldier_Base";
					containerClass = "Supply20";
					mass = 30;
				};
			};

};

ArmA handles uniforms in this way:
You'll have to create a soldiermodel wearing this uniform. This is your base_class_soldier then. After that you can put on the "uniformclass= dmg_ghillie..." on another soldier.

I hope this helps a bit better


I found something interesting in your config: you declare

uniformClass = DMG_Textures_Uniform_Ghillie_Camo_Snow; with this name

but the soldier actually wears:

uniformClass = "Custom_Uniform_Camos_Snow";

This post was edited by Ben@Arms (2017-02-24 15:16, 241 days ago)

Mission design at 14. Jägerkompanie

Author Message


Posts: 16
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name: Sgt. Justin

 
#5 Posted at 2017-02-24 17:29        
     
The code i currently have after working on it myself over the night.
class B_Sniper_F; 
	class Vest_Base_F;
    class Custom_Uniform_Camos_Snow: B_Sniper_F { //Snow Camo Ghillie Suit
        author = "DeadManGaming"; 
        _generalMacro = "B_Sniper_F; "; 
        scope = 2; 
        displayName = "Special Ops Sniper - Snow"; 
        identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
        genericNames = "NATOMen"; 
		editorSubcategory = "EdSubcat_Personnel_SpecialForces";
        faction = "Custom_Faction_Nato";
        model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO 
        uniformClass = "Custom_Uniform_Camos_Snow"; 
        hiddenSelections[] = {"Camo","Insignia"}; 
        hiddenSelectionsTextures[] = {"dmg_retextures\Data\Clothing\BaseClothing\clothing_camos_snow.paa"};
         weapons[] = {"DMG_Textures_M320_Sniper_Greyscale","DMG_Textures_P07_Colors_Greyscale","Throw","Put"}; 
        respawnWeapons[] = {"DMG_Textures_M320_Sniper_Greyscale","DMG_Textures_P07_Colors_Greyscale","Throw","Put"}; 
        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
        linkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        respawnLinkedItems[] = {"Custom_Helmet_Camo_Snow","Custom_Vest_Camo_Snow","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    };

Finally got the custom textures into the game but my issue now is im not quite sure how to load the ghillie instead of some random uniform.



Added 22 minutes later:

	//Units
	class B_Sniper_F; 
	class Vest_Base_F;
    class Custom_Uniform_Camos_Snow: B_Sniper_F { //Snow Camo Ghillie Suit
        author = "DeadManGaming"; 
        _generalMacro = "B_Sniper_F; "; 
        scope = 2; 
        displayName = "Special Ops Sniper - Snow"; 
        identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
        genericNames = "NATOMen"; 
		editorSubcategory = "EdSubcat_Personnel_SpecialForces";
        faction = "Custom_Faction_Nato";
        model = "A3\Characters_F\BLUFOR\b_sniper.p3d"; //Default NATO Sniper
        uniformClass = "Custom_Uniform_Camos_Snow"; 
        hiddenSelections[] = {"Camo","Insignia"}; 
        hiddenSelectionsTextures[] = {"dmg_retextures\Data\Clothing\Ghillie\ghillie_snow.paa"};
         weapons[] = {"DMG_Textures_M320_Sniper_Greyscale","DMG_Textures_P07_Colors_Greyscale","Throw","Put"}; 
        respawnWeapons[] = {"DMG_Textures_M320_Sniper_Greyscale","DMG_Textures_P07_Colors_Greyscale","Throw","Put"}; 
        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
        linkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        respawnLinkedItems[] = {"Custom_Helmet_Camo_Snow","Custom_Vest_Camo_Snow","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    };

Tried changin to the ghillie model but it breaks even worse.
"uniformClass = "U_B_GhillieSuit";" for the default ghillie stuff


Editor Config Information




Added 10 minutes later:

& Using an even different method for getting it in i get this.
	class B_ghillie_ard_F; 
    class Custom_Uniform_Camos_Snow: B_ghillie_ard_F { //Snow Camo Ghillie Suit
        author = "DeadManGaming"; 
        _generalMacro = "B_Sniper_F; "; 
        scope = 2; 
        displayName = "Special Ops Sniper - Snow"; 
        identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
        genericNames = "NATOMen"; 
		editorSubcategory = "EdSubcat_Personnel_SpecialForces";
        faction = "Custom_Faction_Nato";
        model = "\A3\Characters_F_Mark\BLUFOR\b_fullghillie_f.p3d"; //Default NATO Sniper
        uniformClass = "Custom_Uniform_Camos_Snow"; 
        hiddenSelections[] = {"camo","camo3","camo4"};
        hiddenSelectionsTextures[] = {"dmg_retextures\Data\Clothing\Ghillie\ghillie_coverall_camo_snow.paa","dmg_retextures\Data\Clothing\Ghillie\ghillie_threads_camos_snow.paa","dmg_retextures\Data\Clothing\Ghillie\ghillie_threads_5lod_camos_snow.paa"};
         weapons[] = {"DMG_Textures_M320_Sniper_Greyscale","DMG_Textures_P07_Colors_Greyscale","Throw","Put"}; 
        respawnWeapons[] = {"DMG_Textures_M320_Sniper_Greyscale","DMG_Textures_P07_Colors_Greyscale","Throw","Put"}; 
        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
        linkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        respawnLinkedItems[] = {"Custom_Helmet_Camo_Snow","Custom_Vest_Camo_Snow","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    };

This works for now but i wanted to check with you to make sure its perfect & good to go!

This post was edited by LordComfy (2017-02-24 18:06, 241 days ago)


Author Message


Posts: 7
Rank:


Level: Member

Country: de
Location: Rhineland Palatinate
Occupation:
Age: 30
In-game name: Ben@Arms

 
#6 Posted at 2017-02-24 20:47        
     
_generalMacro = "B_Sniper_F; "; // watch the spacing and the semicolon =) As this will throw errors in rpt

So you are pretty much good to go then? :)

Mission design at 14. Jägerkompanie

Author Message


Posts: 16
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name: Sgt. Justin

 
#7 Posted at 2017-02-25 06:51        
     
The Laser Desginator is still not loading in properly!

//Laser Designator
	class DMG_Textures_Laserdesignator_Colors_Greyscale: laserdesignator {
		author = "DeadManGaming"; 
		displayName = "Laser Designator - Greyscale";
        faction = "Custom_Faction_Nato";
		Icon = "";
		model = "\A3\Weapons_F\Binocular\laserdesignator_f.p3d";
		modelOptics = "\A3\Weapons_F_beta\Binocular\lasermarker_optics";
		picture = "";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"dmg_retextures\Data\Equipment\LaserDesignator\Laser_Designator_Greyscale.paa"};
		editorPreview = "";
		};


Loads in with a default sand texture instead of my custom one.


Author Message


Posts: 612
Rank:


Level: Member

Country: au
Location: Perth
Occupation: Arma Addict
Age: 20
In-game name: BroBeans

 
#8 Posted at 2017-04-25 10:24        
     
# LordComfy : The Laser Desginator is still not loading in properly!

//Laser Designator
	class DMG_Textures_Laserdesignator_Colors_Greyscale: laserdesignator {
		author = "DeadManGaming"; 
		displayName = "Laser Designator - Greyscale";
        faction = "Custom_Faction_Nato";
		Icon = "";
		model = "\A3\Weapons_F\Binocular\laserdesignator_f.p3d";
		modelOptics = "\A3\Weapons_F_beta\Binocular\lasermarker_optics";
		picture = "";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"dmg_retextures\Data\Equipment\LaserDesignator\Laser_Designator_Greyscale.paa"};
		editorPreview = "";
		};


Loads in with a default sand texture instead of my custom one.

did you check the rangefinder in-game config viewer? it's possible it doesn't have hiddenselections .. although unlikely just double check


mind you try this
class DMG_Textures_Laserdesignator_Colors_Greyscale: laserdesignator 
{
	author = "DeadManGaming"; 
	displayName = "Laser Designator - Greyscale";
    faction = "Custom_Faction_Nato";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"dmg_retextures\Data\Equipment\LaserDesignator\Laser_Designator_Greyscale.paa"};
};


EDIT: Please use c++ highlighting for configs! :)