Face Wound Textures: Difference between revisions

From Bohemia Interactive Community
Category: Arma 2: Editing
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Add the actual name of the facetexture that is skinned on the model and its woundtexture name in pairs to <syntaxhighlight lang="cpp" inline>config.CfgVehicles.MyMan.wounds[]</syntaxhighlight>, e.g:
<syntaxhighlight lang="cpp">
wounds[] = {
// ...
"mareks_hh.pac", "baldhead_oholen_HI.pac",
// ...
};
</syntaxhighlight>
Add all faces with their wound replacement textures in pairs to core.woundsFace.hpp, e.g:
<syntaxhighlight lang="cpp">
"mareks_hh.pac", "baldhead_oholen_HI.pac",
"MarekTomas_HH.pac", "blackhair_shaved_HI.pac",
"Markus_hh.pac", "blackhair_beard_HI.pac"
</syntaxhighlight>


{{Feature|informative|
There need to be always pairs of textures, but the formatting obviously does not matter; e.g:<syntaxhighlight lang="cpp">
"mareks_hh.pac", "baldhead_oholen_HI.pac",
"MarekTomas_HH.pac", "blackhair_shaved_HI.pac"
</syntaxhighlight> is the same as <syntaxhighlight lang="cpp">
"mareks_hh.pac","baldhead_oholen_HI.pac","MarekTomas_HH.pac","blackhair_shaved_HI.pac"
</syntaxhighlight>
}}


Add the actual name of the facetexture that is skinned on the model and its woundtexture name in pairs to config.cfgVehicles.MyMan.wounds[],
=== {{arma2}} ===


ie:  
Wounding by identity:
      wounds[]={
<syntaxhighlight lang="cpp">
                  ...,
class Wounds
          "mareks_hh.pac","baldhead_oholen_HI.pac"
{
        };
tex[] = {};
Add all face with their wound replacement textures in pairs to core.woundsFace.hpp,
mat[] = {
"ca\characters\heads\male\defaulthead\data\hhl.rvmat",
"ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat",
"ca\characters\heads\male\defaulthead\data\hhl_Wounds2.rvmat",
};
};
</syntaxhighlight>


ie:
      mareks_hh.pac,baldhead_oholen_HI.pac,
      MarekTomas_HH.pac,blackhair_shaved_HI.pac,
      Markus_hh.pac,blackhair_beard_HI.pac


Note:
{{GameCategory|arma2|Editing}}
 
1."" for texture names are only required when an empty space is in the name like "My texture.pac".
 
2.There need to be always pairs of textures, but the formatting doesn't matter.
      mareks_hh.pac,baldhead_oholen_HI.pac,
      MarekTomas_HH.pac,blackhair_shaved_HI.pac
 
is the same as
      mareks_hh.pac,baldhead_oholen_HI.pac,MarekTomas_HH.pac,blackhair_shaved_HI.pac
 
===ARMA 2===
wounding by identity
 
class Wounds
      {
        tex[]={};
        mat[]=
            {
              "ca\characters\heads\male\defaulthead\data\hhl.rvmat",
              "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat",
              "ca\characters\heads\male\defaulthead\data\hhl_Wounds2.rvmat",
      };
;
 
[[Category:ArmA 2: Editing]]

Latest revision as of 14:49, 12 March 2026

Add the actual name of the facetexture that is skinned on the model and its woundtexture name in pairs to config.CfgVehicles.MyMan.wounds[], e.g:

wounds[] = {
	// ...
	"mareks_hh.pac", "baldhead_oholen_HI.pac",
	// ...
};

Add all faces with their wound replacement textures in pairs to core.woundsFace.hpp, e.g:

"mareks_hh.pac", "baldhead_oholen_HI.pac",
"MarekTomas_HH.pac", "blackhair_shaved_HI.pac",
"Markus_hh.pac", "blackhair_beard_HI.pac"
There need to be always pairs of textures, but the formatting obviously does not matter; e.g:
"mareks_hh.pac", "baldhead_oholen_HI.pac",
"MarekTomas_HH.pac", "blackhair_shaved_HI.pac"
is the same as
"mareks_hh.pac","baldhead_oholen_HI.pac","MarekTomas_HH.pac","blackhair_shaved_HI.pac"

Arma 2

Wounding by identity:

class Wounds
{
	tex[] = {};
	mat[] = {
		"ca\characters\heads\male\defaulthead\data\hhl.rvmat",
		"ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat",
		"ca\characters\heads\male\defaulthead\data\hhl_Wounds2.rvmat",
	};
};