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arma2:config:custom_face [2010-08-23 16:51]
snakeman created custom_face initial page.
arma2:config:custom_face [2013-05-27 06:48]
snakeman added example face configs.
Line 121: Line 121:
  
 PMCTODO :) 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.txt ยท Last modified: 2017-01-15 07:13 by snakeman