Jump to content
Sign in to follow this  
brad7

BackPack [MTP]

Recommended Posts

This is the first thing i have attempted to model/texture and im kind of getting used to it apart from the config which is a nightmare - for me atleast!

So with thanks to Kiory i Have re-modelled and retextured his alice pack for my first attempt i think it has turned out allright, so here it is;

Update - 4 new camo's for the backpack;

Images;

2013-05-30_00002.jpg

2013-05-30_00011.jpg

2013-05-30_00013.jpg

New Download link;

https://www.dropbox.com/s/qhxkjub5bntm5l3/Alice%20Pack%20%5BUrban%5D.pbo

Edited by brad7
please watch the max. allowed filesize for hotlinked images (100KB)

Share this post


Link to post
Share on other sites

Yeh sure, just stuck with the config everytime i create another variant only one will work in game so ive got to get past the problem first...

Share this post


Link to post
Share on other sites
Yeh sure, just stuck with the config everytime i create another variant only one will work in game so ive got to get past the problem first...

If you add sections[] = {"AlicePack"}; to class AP_Bag in the model.cfg you can make use of hiddenSelectionsTextures[].

model.cfg

class AP_Bag : ArmaMan {
		sections[] = {"AlicePack"};
	};

config.cpp

class Urban_pack : B_Bergen_Base {
			scope = public;
			class TransportMagazines{};
			class TransportWeapons{};
			isbackpack = 1;
			transportMaxWeapons = 1;
			transportMaxMagazines = 13;
			class DestructionEffects{};
               displayName = "Urban Pack";
               model = "\AP\AP_Bag.p3d";
			vehicleClass = "Backpacks";
			allowedSlots[] = {1000};
       };

class Urban_pack2 : Urban_pack {
               displayName = "Urban Pack 2";
			hiddenSelections[] = {"AlicePack"};
			hiddenSelectionsTextures[] = {"AP\data\textureName_co.paa"};
       };

Share this post


Link to post
Share on other sites

Thanks ill try to implement that now...

---------- Post added at 20:01 ---------- Previous post was at 19:58 ----------

I did that but now i get a CTD on launch, "line 38 missing "}""

heres the config;

 #define private         0
#define protected               1
#define public          2

#define true    1
#define false   0

class CfgPatches {
       class Urban_pack {
               units[] = {};
               weapons[] = {};
               requiredVersion = 0.1;
			requiredAddons[] = { "A3_Weapons_F" };
       };
};

class cfgVehicles {
	class ContainerSupply;
	class Bag_Base;
       class B_Bergen_Base;    // External class reference

       class Urban_pack : B_Bergen_Base {
			scope = public;
			class TransportMagazines{};
			class TransportWeapons{};
			isbackpack = 1;
			transportMaxWeapons = 1;
			transportMaxMagazines = 13;
			class DestructionEffects{};
               displayName = "Urban Pack";
               model = "\AP\AP_Bag.p3d";
			vehicleClass = "Backpacks";
			allowedSlots[] = {1000};
       };

class Urban_packACU : Urban_pack { 
               displayName = "Urban Pack ACU"; 
               hiddenSelections[] = {"AlicePack"}; 
               hiddenSelectionsTextures[] = {"AP\data\ACU_co.paa"}; 
       };  

class Urban_packDenmark : Urban_pack { 
               displayName = "Urban Pack Denmark"; 
               hiddenSelections[] = {"AlicePack"}; 
               hiddenSelectionsTextures[] = {"AP\data\Denmark_co.paa"}; 
       };    

Share this post


Link to post
Share on other sites
class cfgVehicles is missing its closing };

where does it go? - im kind of a noob when it comes to this :p

---------- Post added at 20:40 ---------- Previous post was at 20:19 ----------

Now i get undefined base class line 14 "B_Bergen_Base"

  #define private         0
#define protected               1
#define public          2

#define true    1
#define false   0

class CfgPatches {
       class Urban_pack {
               units[] = {};
               weapons[] = {};
               requiredVersion = 0.1;
			requiredAddons[] = { "A3_Weapons_F" };
       };
};

class cfgVehicles {
	class ContainerSupply;
	class Bag_Base;
       class B_Bergen_Base; };    // External class reference

       class Urban_pack : B_Bergen_Base {
			scope = public;
			class TransportMagazines{};
			class TransportWeapons{};
			isbackpack = 1;
			transportMaxWeapons = 1;
			transportMaxMagazines = 13;
			class DestructionEffects{};
               displayName = "Urban Pack";
               model = "\AP\AP_Bag.p3d";
			vehicleClass = "Backpacks";
			allowedSlots[] = {1000};
       };

class Urban_packACU : Urban_pack { 
               displayName = "Urban Pack ACU"; 
               hiddenSelections[] = {"AlicePack"}; 
               hiddenSelectionsTextures[] = {"AP\data\ACU_co.paa"}; 
       };  

class Urban_packDenmark : Urban_pack { 
               displayName = "Urban Pack Denmark"; 
               hiddenSelections[] = {"AlicePack"}; 
               hiddenSelectionsTextures[] = {"AP\data\Denmark_co.paa"}; 
       };  

Share this post


Link to post
Share on other sites

Stick it at the very end of the config.

class Urban_packDenmark : Urban_pack { 
               displayName = "Urban Pack Denmark"; 
               hiddenSelections[] = {"AlicePack"}; 
               hiddenSelectionsTextures[] = {"AP\data\Denmark_co.paa"}; 
       };  
}; <--- Here

Share this post


Link to post
Share on other sites

Update - Info on the 1st Post.

Edited by brad7

Share this post


Link to post
Share on other sites
Guest

You have released a whole new, different named and larger (in size) addon. Does this new addon replace the old one or should it be combined with the old addon to get access to all your backpacks?

Edited by Guest

Share this post


Link to post
Share on other sites
You have released a whole new, different named and larger (in size) addon. Does this new addon replace the old one or should it be combined with the old addon to get access to all your backpacks?

The new pbo should replace the old download it features the new textures aswell as the first i will remove the old link.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×