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[6] Objects Retexture

Evgeny__N edited this page Oct 23, 2024 · 2 revisions

Hidden Selections List

evg_simpleDoor1 | evg_simpleDoor1_Double

  • evg_simpleDoor1

evg_simpleDoor1_Wall1 | evg_simpleDoor1_Wall2 | evg_simpleDoor1_DoubleWall1 | evg_simpleDoor1_DoubleWall1

  • evg_simpleDoor1
  • evg_simpleDoor1_Outline

evg_simpleDoor2 | evg_simpleDoor2_Double

  • evg_simpleDoor2

evg_simpleDoor2_Wall1 | evg_simpleDoor2_Wall2 | evg_simpleDoor2_DoubleWall1 | evg_simpleDoor2_DoubleWall1

  • evg_simpleDoor2
  • evg_simpleDoor2_Outline

evg_simpleDoor3 | evg_simpleDoor3_Double

  • evg_simpleDoor3

evg_simpleDoor3_Wall1 | evg_simpleDoor3_Wall2 | evg_simpleDoor3_DoubleWall1 | evg_simpleDoor3_DoubleWall1

  • evg_simpleDoor3
  • evg_simpleDoor3_Outline

evg_outsideDoor | evg_outsideDoor_Double

  • evg_outsideDoor
  • evg_codeLock

evg_outsideDoor_Wall1 | evg_outsideDoor_Wall2 | evg_outsideDoor_DoubleWall1 | evg_outsideDoor_DoubleWall1

  • evg_outsideDoor
  • evg_codeLock
  • evg_outsideDoor_Outline

evg_barDoor | evg_barDoor_Double

  • evg_barDoor
  • evg_codeLock

evg_barDoor_Wall1 | evg_barDoor_Wall2 | evg_barDoor_DoubleWall1 | evg_barDoor_DoubleWall1

  • evg_barDoor
  • evg_codeLock
  • evg_barDoor_Outline

evg_gate

  • evg_gate

evg_gate_Wall1 | evg_gate_Wall2

  • evg_gate
  • evg_gateCodeLock
  • evg_gateWall
  • evg_gateRoller

All Military Crates

  • camo

Keycard/Holder Retexture

In order to retexture Keycard/Door/Holder, you will need ready-made Keycard/Door/Holder texture. You can make this texture in any image editor convenient for you, using the "templates" that can be downloaded from this repository.

Next, we need your mod (new or existing), in which we will add new textures. I will not tell you how to make an empty mod with textures, there are a lot of guides on the Internet on how to do this.

Let's change config.cpp. We will need to add the main class of the desired item and then create inherited classes.

For a key card retexture you need evg_keycards_base class / For a holder retexture you need evg_keycards_holder_base class

class CfgVehicles
{
	class evg_keycards_base;
	class evg_keycards_holder_base;
};

To retexture Keycard you need to create new Keycard with new name, description, inventory slots and path to your new texture (hiddenSelectionsTextures[])

class newKeycard: evg_keycards_base
{
	scope = 2;
	displayName = "New Keycard";
	descriptionShort = "New Keycard Description";
	hiddenSelectionsTextures[] = {"superCoolRetexture\Data\Textures\newKeycardTexture.paa"};
};

To retexture Keycard Holder you need to create new Keycard Holder with new name, description, attachments and path to your new texture and material (hiddenSelectionsTextures[] and hiddenSelectionsMaterials[])

class newKeycardHolder: evg_keycards_holder_base
{
	scope = 2;
	displayName = "New Keycard Holder";
	descriptionShort = "New Keycard Holder Description";
	hiddenSelectionsTextures[] = {"superCoolRetexture\Data\Textures\newKeycardHolderTexture.paa"};
	hiddenSelectionsMaterials[] = {"superCoolRetexture\Data\Textures\newKeycardHolderMaterial.rvmat"};
};

Door Retexture

For a door retexture you need Keycard Door ClassName. They can be found in classnames.txt in .INFO folder. For this example I will use land_evg_door_NWAF01 Keycard Door for retexture. You will need path to your new texture and material.

class newKeycardDoorRetexture: evg_simpleDoor1_Wall1
{
	scope = 1;
        hiddenSelections[] = {"evg_simpleDoor1","evg_simpleDoor1_Outline"};
	hiddenSelectionsTextures[] = {"superCoolRetexture\Data\Textures\newKeycardDoorTexture.paa"};
	hiddenSelectionsMaterials[] = {"superCoolRetexture\Data\Textures\newKeycardDoorMaterial.rvmat"};
};

Adding new 3D model

In order to add a new 3D model, you need to follow the same procedure as you would to create a new item/door.

In case of Keycard Door you need to inherit it from EVG_KeycardDoor class.

...
class EVG_KeycardDoor;
class land_new_keycard_door: EVG_KeycardDoor
{
...

...
class EVG_KeycardGate;
class land_new_keycard_gate: EVG_KeycardGate
{
...

If you want to add new Keycard or Keycard Holder you can add Keycard inventorySlot/attachments (optional, Keycard/Holder will work without them)

//Keycard
inventorySlot[] = {"KeycardHolder1","KeycardHolder2","KeycardHolder3","KeycardHolder4","KeycardHolder5","KeycardHolder6"};

//Keycard Holder
attachments[] = {"KeycardHolder1","KeycardHolder2","KeycardHolder3","KeycardHolder4","KeycardHolder5","KeycardHolder6"};

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