FFAA assets retexture

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Mad Martigan
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FFAA assets retexture

Mensaje #19080 por Mad Martigan » 24 Jul 2017 11:20

Sorry for using English, but my Spanish is too rusty! I Hope it's ok...

I'm building an addon for my personal use using assets from different mods, and I want to re texture some vehicles from your awesome mod (namely the tigre, cougar, chinook and C130). I've done this in the past with vanilla vehicles, but it's apparently a bit more complicated here, because of the random serial and insignia.

In the configs (under "feature"), it says "remove all FFAA details for retexture". But I have no idea how to do it... So I figured I'd ask on your forums. Basically I just want a plain ****_co.paa to be applied and nothing else.

Thanks for reading, apologies for English and if in wrong section.



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Mickyleitor
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Mensaje #19082 por Mickyleitor » 24 Jul 2017 13:57

Hi,
If you're doing it directly into the editor (changing the texture via setobjecttexture) then you are able to hide the insignias by editing the aspect of the vehicle

https://gyazo.com/895b112382cd87653c0794e63bf7de45

But if you're creating an additional classname for your retexture (which is according to our retexture politics ;) ) then you should set the animationSource called "HideExtras" to 1.
Example:

Código: Seleccionar todo

   class Helicopter_Base_F;
   class Helicopter_Base_H: Helicopter_Base_F
   {
      class AnimationSources;
      ...
      CONTENT TO INHERIT
   };
   class ffaa_et_ch47_base: Helicopter_Base_H
   {
      class AnimationSources : AnimationSources
      {
         class HideExtras;
      };
      ...
      MORE CONTENT TO INHERIT
   };
   class YOUR_AWESOME_REXTEXTURIZED_VEHICLE_CLASSNAME : ffaa_et_ch47_base
   {
      class AnimationSources : AnimationSources
      {
         class HideExtras : HideExtras
         {
            initPhase=1;
         };
      };
      hiddenSelectionsTextures[] = {"YOUR_AWESOME_RETEXTURES"};
   };


There is a reason why those random selection textures have been left to the final of the hiddenSelections array.



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Mensaje #19084 por Mad Martigan » 24 Jul 2017 16:56

Hi! Thanks for the help!

Yeah I'm writing new classes for each vehicle. I don't plan to distribute the finished faction to more than a few friends for our own use, but if I ever release it I'll be sure to credit and thank the FFAA team as per the license of course ; )

Cool now I have an idea how you did it. I copied your code and adapted it, but when I pack the pbo it gives the "B_FRCE_CH47_Chinook.AnimationSources: Undefined base class : AnimationSources" error.

Also do I have to copy the whole thing or only the part concerning my custom class? I'm not sure...



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Mickyleitor
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Mensaje #19085 por Mickyleitor » 24 Jul 2017 18:02

The example above it's just a placeholder, you should mix the code with yours. That error sounds like an incorrect inheritance base classes.
If you have this on your class:

Código: Seleccionar todo

class B_FRCE_CH47_Chinook : ffaa_et_ch47_base
{
   ... // your stuff like author, name etc...
   ... // more stuff
   class AnimationSources : AnimationSources // stuff corresponding with AnimationSources (which will be all inherited from ffaa_et_ch47_base)
   {
      ...
   };
};


You should "call" the base classes you want to edit as well from "ffaa_et_ch47_base"

Código: Seleccionar todo

   
      class Helicopter_Base_F;
      class Helicopter_Base_H: Helicopter_Base_F
      {
            class AnimationSources;
      };
      class ffaa_et_ch47_base: Helicopter_Base_H
      {
            class AnimationSources : AnimationSources
            {
               class HideExtras; // This is the base class we want edit in our retexture
            };
      };
   class B_FRCE_CH47_Chinook : ffaa_et_ch47_base
   {
   ... // your stuff like author, name etc...
   ... // more stuff
   class AnimationSources : AnimationSources  // stuff corresponding with AnimationSources (which will be all inherited from ffaa_et_ch47_base)
   {
      class HideExtras : HideExtras // Inherited from  ffaa_et_ch47_base -> AnimationSources -> HideExtras
      {
         initPhase=1; // Change the initial value to 1 (Internally it would hide all additional details (kindly done for this purpose)
      };
   };
};


Oh, and add "ffaa_et_ch47" class into requiredAddons array at CfgPatches



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Mensaje #19086 por Mad Martigan » 24 Jul 2017 18:59

Yes!!! In fact I did it right the first time, except I call "ffaa_famet_ch47_mg" instead of "ffaa_et_ch47_base" in my class, so I just had to add this extra step:

Código: Seleccionar todo

class ffaa_famet_ch47_mg: ffaa_et_ch47_base  // weird change in the naming convention here ; )
{
   class AnimationSources : AnimationSources
   {
      class HideExtras;
   };
};

Works like a charm, thanks a bunch!




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