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arma2:config:custom_face [2010/08/23 16:51] – created custom_face initial page. snakemanarma2:config:custom_face [2024/08/01 17:02] (current) – links added. snakeman
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 ====== ArmA 2 Custom Face ====== ====== ArmA 2 Custom Face ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]]
  
 **ArmA 2 Custom Face** **ArmA 2 Custom Face**
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 </code> </code>
  
-PMCTODO :)+ 
 +====== CfgFaces ====== 
 + 
 +ArmA 2 CfgFaces 
 + 
 +Used in conjunction with setFace. 
 +<code cpp> 
 +person SetFace "cfgFaces.ClassName"; // quotes required 
 + 
 +this SetFace "Marylin"; 
 +soldier1 SetFace "Face33"; 
 +</code> 
 + 
 +"Face01" to "Face107"
 + 
 +A subset of 6 Camo faces are available for each of above. 
 + 
 +The full set of class names for "face77" would be: 
 + 
 +Face77, Face77_camo1, Face77_camo2, Face77_camo3, Face77_camo4, Face77_camo5 and Face77_camo6 
 + 
 + 
 +====== Structure ====== 
 + 
 +<code cpp> 
 +class CfgFaces 
 +
 + class Default; // held in engine's ca_bin 
 + class Man: Default 
 +
 + class Default; // held in ca_chars 
 + class FaceWhatever: Default 
 +
 + name = "$STR_Whatever"; // every class, different string name 
 + texture = "\some\texture\somewhere.paa"; // THE face for this 
 + head = defaultHead; //classname in cfgHeads 
 + material = "\some\rvmat\somewhere.rvmat"; 
 + disabled = false; // always TRUE for inherited camo faces 
 + }; 
 + 
 + class OneOfSixCamos: FaceWhatever 
 +
 + /* uses the same face texture (obviously*/ 
 + disabled = true; // always 
 + name = "$STR_UniqueName"; 
 + head = "alwaysOneOf6Classes"; // changes wounds 
 + material = "\AlwaysOneOfSix\Different\FacePaints.rvmat"; 
 +
 +</code> 
 + 
 +One single head model is used for ALL faces. On which, a different base texture is applied for EVERY 'face'
 + 
 +Separately, each of these faces have different face paint, and they, require a separate head class to reflect the different wound appearances. 
 + 
 +ALL of the camo derivatives use one of six common face paints. 
 + 
 +Specifying \root and .paa extension are essential. 
 + 
 +head = inevitably leads to one, single, defaultp3d held in \ca\characters\man\defaulthead\defaulthead.p3d; 
 + 
 + 
 +====== Subset themes ====== 
 + 
 +The above 107 faces are duplicated, class wise in black and green masks also a women models, and, a few face models for some special US soldiers. 
 + 
 + 
 +====== Adding a Face ====== 
 + 
 +Camouflage subclasses are not required. 
 +<code cpp> 
 +class CfgFaces 
 +
 + class Default; // held in engine's ca_bin 
 + class Man: Default 
 +
 + class Default; // held in ca_chars 
 + class FaceWhatever: Default 
 +
 + disabled = false; // should be part of default, but was overlooked 
 + 
 + name = "$STR_Whatever"; 
 + texture = "\some\texture\somewhere.paa"; // THE face for this 
 + identityTypes[] = 
 +
 + "Default", 
 + "Head_USMC", 
 + "Head_USMC_CO", 
 + "", 
 + "", 
 + "Head_CDF", 
 + "Head_CDF_CO", 
 + "", 
 + "Head_GUE", 
 + "Head_CIV", 
 + "" 
 + }; 
 + }; 
 +</code> 
 + 
 + 
 +====== Example African (black) Faces ====== 
 + 
 +African black faces for characters 
 + 
 +African names: 
 +<code cpp> 
 +class CfgWorlds 
 +
 + class GenericNames 
 +
 + class PMC_Somali_Names 
 +
 + class FirstNames 
 +
 + adalberto = "Adalberto"; 
 + //etc 
 + }; 
 + class LastNames 
 +
 + morales = "Morales"; 
 + // etc 
 +</code> 
 + 
 +Face configs: 
 +<code cpp> 
 +class CfgFaces 
 +
 + class Man; 
 + class PMC_Somali_Faces: Man 
 +
 + class Default 
 +
 + name = "$STR_CFG_FACES_DEFAULT"; 
 + texture = "\ca\characters\hhl\hhl_31_CO.paa"; 
 + head = "BlackHead"; 
 + identityTypes[] = {}; 
 + material = "\ca\characters\heads\male\BlackHead\data\hhl_black.rvmat"; 
 + }; 
 + class Custom: Default 
 +
 + name = "$STR_CFG_FACES_CUSTOM"; 
 + texture = "#(argb,8,8,3)color(0.596,0.412,0.365,1)"; 
 + head = "BlackHead"; 
 + identityTypes[] = {}; 
 + material = "\ca\characters\heads\male\BlackHead\data\hhl_black.rvmat"; 
 + }; 
 + class Face26: Default 
 +
 + name = "$STR_FN_Man_Face26"; 
 + texture = "\ca\characters\hhl\hhl_26_CO.paa"; 
 + disabled = 0; 
 + identityTypes[] = {"Default","","","Head_USMC","Head_USMC_CO","Head_CDF","Head_CDF_CO","Head_INS","Head_GUE","Head_CIV",""}; 
 + }; 
 + class Face27: Default 
 +
 + name = "$STR_FN_Man_Face27"; 
 + texture = "\ca\characters\hhl\hhl_27_CO.paa"; 
 + disabled = 0; 
 + identityTypes[] = {"Default","","","Head_USMC","Head_USMC_CO","Head_CDF","Head_CDF_CO","Head_INS","Head_GUE","Head_CIV",""}; 
 + }; 
 + // etc 
 +</code> 
 + 
 +Then in character's class you make: 
 +<code cpp> 
 +genericNames = "PMC_Somali_Names"; 
 +faceType = "PMC_Somali_Faces"; 
 +</code> 
arma2/config/custom_face.1282582319.txt.gz · Last modified: 2010/08/23 16:51 (external edit)