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freddern
Jul 9 2007, 19:00
Hi.
I'm working on some units and I have all the normal maps ready but they don't seem to work.

As you can see in my config I have only given the "desert teamleader" unit wound textures at this point. (so if I do something wrong I don't have to make changes on every unit)

I have also edited the three rvmat files that you can see I have changed, so that they "link" to the correct normal maps.
In the p3d models I have also changed the normal map- and rvmat paths.

When I load the unit ingame I got the Normal map I want, but when I shoot him he only get wounds on his hands and face (the rvmat's where I used the original paths and files.)

What am I doing wrong?
Please help

My CfgVehicles.hpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class CfgVehicles {
class All {};
class AllVehicles &#58; All {};
class Land &#58; AllVehicles {};
class Man &#58; Land {};
class Soldier &#58; Man {};
class SoldierWB &#58; Soldier {};
class SoldierWSniper &#58; SoldierWB {};
class Rec_w_Teaml &#58; SoldierWB {
vehicleClass = &#34;NO_forceElement&#34;;
displayName = &#34;Woodland Recce Teamleader&#34;;
model = &#34;&#92;NO_Recce&#92;no_woodla_teamlead&#34;;
scope = public;
nightVision = true;
camouflage = 0.6;
Icon = &#34;&#92;Ca&#92;characters&#92;data&#92;map_ico&#92;i_lider_ca.paa&#34;;
nameSound = &#34;officer&#34;;
weapons&#91;&#93; = {&#34;G36a&#34;, &#34;NVGoggles&#34;, &#34;M9&#34;, &#34;Throw&#34;, &#34;Put&#34;};
magazines&#91;&#93; = {&#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;HandGrenadeTimed&#34;, &#34;HandGrenadeTimed&#34;, &#34;SmokeShell&#34;};
};
class Recc_w_Snip &#58; SoldierWSniper {
vehicleClass = &#34;NO_forceElement&#34;;
displayName = &#34;Woodland Recce Sniper&#34;;
model = &#34;&#92;NO_Recce&#92;no_woodla_skarpsk&#34;;
scope = public;
nightVision = true;
camouflage = 0.8;
Icon = &#34;&#92;Ca&#92;characters&#92;data&#92;map_ico&#92;i_wojak_ca.paa&#34;;
nameSound = &#34;sniper&#34;;
weapons&#91;&#93; = {&#34;M24&#34;, &#34;NVGoggles&#34;, &#34;M9&#34;, &#34;Binocular&#34;, &#34;Throw&#34;, &#34;Put&#34;};
magazines&#91;&#93; = {&#34;5Rnd_762x51_M24&#34;, &#34;5Rnd_762x51_M24&#34;, &#34;5Rnd_762x51_M24&#34;, &#34;5Rnd_762x51_M24&#34;, &#34;5Rnd_762x51_M24&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;HandGrenadeTimed&#34;, &#34;HandGrenadeTimed&#34;, &#34;SmokeShellGreen&#34;, &#34;SmokeShellRed&#34;};
};
class Recc_w_Medi &#58; SoldierWB {
vehicleClass = &#34;NO_forceElement&#34;;
displayName = &#34;Woodland Recce Medic&#34;;
model = &#34;&#92;NO_Recce&#92;no_woodla_sanite&#34;;
scope = public;
nightVision = true;
camouflage = 0.6;
Icon = &#34;&#92;Ca&#92;characters&#92;data&#92;map_ico&#92;i_medyk_CA.paa&#34;;
nameSound = &#34;medic2&#34;;
attendant=1;
weapons&#91;&#93; = {&#34;G36a&#34;, &#34;NVGoggles&#34;, &#34;M9&#34;, &#34;Binocular&#34;, &#34;Throw&#34;, &#34;Put&#34;};
magazines&#91;&#93; = {&#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;HandGrenadeTimed&#34;, &#34;HandGrenadeTimed&#34;};
};
class Rec_d_Teaml &#58; SoldierWB {
vehicleClass = &#34;NO_forceElement&#34;;
displayName = &#34;Desert Recce Teamleader&#34;;
model = &#34;&#92;NO_Recce&#92;no_desert_teamlead&#34;;
scope = public;
nightVision = true;
camouflage = 0.6;
Icon = &#34;&#92;Ca&#92;characters&#92;data&#92;map_ico&#92;i_lider_ca.paa&#34;;
nameSound = &#34;officer&#34;;
weapons&#91;&#93; = {&#34;G36a&#34;, &#34;NVGoggles&#34;, &#34;M9&#34;, &#34;Throw&#34;, &#34;Put&#34;};
magazines&#91;&#93; = {&#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;30Rnd_556x45_G36&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;15Rnd_9x19_M9&#34;, &#34;HandGrenadeTimed&#34;, &#34;HandGrenadeTimed&#34;, &#34;SmokeShell&#34;};
class Wounds {
tex&#91;&#93; = {};
mat&#91;&#93; = {&#34;ca&#92;characters&#92;data&#92;us_hhl.rvmat&#34;, &#34;ca&#92;characters&#92;data&#92;us_hhl_wound1.rvmat&#34;, &#34;ca&#92;characters&#92;data&#92;us_hhl_wound2.rvmat&#34;, &#34;NO_Recce&#92;rvmat_fil&#92;no_soldier_teamlead_body.rvmat&#34;, &#34;NO_Recce&#92;rvmat_fil&#92;no_soldier_teamlead_body_wound1.rvmat&#34;, &#34;NO_Recce&#92;rvmat_fil&#92;no_soldier_teamlead_body_wound2.rvmat&#34;};
    };
};
[/QUOTE]

freddern
Jul 15 2007, 21:58
Maby another way to ask the question is:

What makes the materials transform to the wound material when unit is damaged?

What am I missing? I have compared my addon to other addons with wound textures and I can&#39;t find any differences that should cause this...

Please help. I got a great addon on hold because of this...

MiG
Jul 28 2007, 23:54
I&#39;m not used with ArmA configs yet, but in wound textures definitions you should use always small caps. Another thing, i just take a fast look cause i have to leave, but the only soldier who has wound texture seems Desert Recce Teamleader.