Wound textures

ArmA editing, missions, modeling, textures, terrains

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Snake Man
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Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
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Wound textures

Post by Snake Man »

Regarding wound textures on soldier models. I'm just learning this myself, to me it looks like you have two sets of textures for wounds.

1) face + hands/feet (ie bare skin).
2) main body clothing (not including gear / accessories).

So for example in ca\characters\us_soldier_b.p3d has the following textures.

bare skin texture: ca\characters\hhl\hhl_02_co.paa
bare skin rvmat: ca\characters\data\us_rukavy_hhl.rvmat

and

body clothing texture: ca\characters\data\us_soldieracu_ohrnute_co.paa
body clothing rvmat: ca\characters\data\us_soldier_b_body.rvmat

Full wound texture config.cpp part:

Code: Select all

		class Wounds
		{
			tex[] = {};
			mat[] =
			{
				"ca\characters\data\us_rukavy_hhl.rvmat",
				"ca\characters\data\us_rukavy_hhl_wound1.rvmat",
				"ca\characters\data\us_rukavy_hhl_wound2.rvmat",
				"ca\characters\data\us_soldier_b_body.rvmat",
				"ca\characters\data\us_soldier_b_body_wound1.rvmat",
				"ca\characters\data\us_soldier_b_body_wound2.rvmat"
			};
		};
Seems like BIS is using individual textures for all soldiers which include the damage textures.

So in a nutshell, you need to check what texture are you using for your soldiers BARE SKIN and then for BODY CLOTHING. For these two textures you affiliate the rvmat into the class wounds config and hook up for the damage textures.

Damage textures as image, they seem to be same size as the normal textures and use alpha channel transparency to apply the blood / damage parts.

Hope this clears something up, it did for me :)
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Snake Man
Commander-In-Chief
Posts: 9833
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC

Re: Wound textures

Post by Snake Man »

This topic has been added to our wiki PMC Editing Wiki: ArmA Wound Textures.
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