Custom Profiles - Another look (Guide)

Now i customized the soldier Danilov only and suddently voroncov is wearing the edited uniform ingame?

You can replace some equipment and weapon textures to another. In editites you will need to override entity and add animchar__objTexReplace.
Entities.blk code example:

colt_walker_gun{
  _override:b=yes

  "animchar__objTexReplace:object"{
    "western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
    "western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
  }
}

colt_walker_gun_item{
  _override:b=yes

  "animchar__objTexReplace:object"{
    "western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
    "western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
  }
}

By same way you can edit texutes for clothes.
Need to write real animchar texture name (in example western_weapon_handgun_a_tex_d*) and then replace it.

Maybe you forgot somewhere to add ,?
It will be not very easy to code even for me. Because easy to do mistakes.

Sounds like some problems with updating your mod. Currently time there one problem with updating mods. Try to remove it and then redownload updated version or two times update your mod.

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The replacing texture seems interesting too… Is there maybe a list with available options? does it work with clothes too?

Yes. Works too. Same way. I think about textures better to ask ErikaKalkbrenner @ErikaKalkbrenner.

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Maybe it is to much to ask for a total guide, but may i ask for a single piece for you to tell me?
I would like to turn this german hooded jacket white like the jacket on the left… Could you give me the code for that?

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Well… In editor you selected attachable_wear_ger_hooded_smock_covered_item+item_in_world. In enitites you will need to write only entity name and without postfixs. So first entity code will be like it:

attachable_wear_ger_hooded_smock_covered_item

Then you need to open and close entity code body. For that add { and }.

attachable_wear_ger_hooded_smock_covered_item{
}

After that you need to override original item. To able update code. For that you need to add _override:b=yes.

attachable_wear_ger_hooded_smock_covered_item{
  _override:b=yes
}

And then write new properties or change old ones. To change textures you will need to edit animchar__objTexReplace. Add it. It can be only as array. So it will be like it:

attachable_wear_ger_hooded_smock_covered_item{
  _override:b=yes
  "animchar__objTexReplace:object"{
    "EntityTextureName*":t="NewTextureName*"
  }
}

About real textures names… Sorry. I can’t tell right now.

If you want to create new equipment then just imagine unique name, write it instead attachable_wear_ger_hooded_smock_covered_item. But instead _override:b=yes you will need info from another objects. So… For example… You will need to add this line: _extends:t=“attachable_wear_ger_hooded_smock_covered_item”. It add info from another entity.

A bit more about entities.blk here.

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well,

the basic example for changing textures like @Devenddar colt, is through entities.

and, most will look like:

( for easy replacement )

it will look something like:

i suppose i came too late.

anyway, for soldiers,

you might have made the code wrong.

but it generally start with appearance seed, and ends with the soldier’s perks:

{
                  "appearance__rndSeed" : 1302,
                  "availPerks" : 0,
                  "bodyScale" : {
                     "height" : 0.9872878193855286,
                     "width" : 1.029397845268250
                  },
                  "callname" : "",
                  "equipment" : {
                     "belt_1" : {
                        "gametemplate" : "attachable_wear_us_m23_cartridge_belt_jacket_m41_item",
                        "slot" : "belt_1"
                     },
                     "face" : {
                        "gametemplate" : "attachable_wear_head_male_21_us_item",
                        "slot" : "face"
                     },
                     "gloves" : {
                        "gametemplate" : "attachable_wear_m43_leather_palm_gloves_m44_jacket_item",
                        "slot" : "gloves"
                     },
                     "head" : {
                        "gametemplate" : "helmet_03_us_summer_item",
                        "slot" : "head"
                     },
                     "pants" : {
                        "gametemplate" : "attachable_wear_a9_flying_pants_item",
                        "slot" : "pants"
                     },
                     "backpack" : {
                        "gametemplate" : "attachable_wear_m28_backpack_m43_jacket_item",
                        "slot" : "backpack"
                     },
                     "tunic" : {
                        "gametemplate" : "attachable_wear_jacket_m35_ussr_01_olive_winter_item",
                        "slot" : "tunic"
                     }
                  },
                  "exp" : 0,
                  "gametemplate" : "usa_base_soldier",
                  "guid" : "usa_normandy_soldier_antitank_25283574665",
                  "heroTpl" : "",
                  "human_weap__weapInfo" : [
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 8,
                        "reserveAmmoTemplate" : "m3_submachine_gun_magazine"
                     },
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 10,
                        "reserveAmmoTemplate" : "m6a3_bazooka_item"
                     },
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 0,
                        "reserveAmmoTemplate" : ""
                     },
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 0,
                        "reserveAmmoTemplate" : ""
                     },
                     {
                        "gunSlots" : {},
                        "numReserveAmmo" : 0,
                        "reserveAmmoTemplate" : ""
                     }
                  ],
                  "human_weap__weapInitialComponents" : [
                     {
                        "gun__kineticDamageMult" : 20.0,
                        "gun__recoilAmount" : -15.0,
                        "gun__shotFreq" : 10.0,
                        "gun_spread__maxDeltaAngle" : -30.0
                     },
                     {},
                     {},
                     {},
                     {}
                  ],
                  "human_weap__weapTemplates" : {
                     "grenade" : "grenade_thrower",
                     "melee" : "usa_shovel_weapon",
                     "primary" : "m3_submachine_gun_gun",
                     "secondary" : "m9_bazooka_gun",
                     "tertiary" : ""
                  },
                  "id" : 2,
                  "inventory" : [
                     {
                        "gametemplate" : "medkit_item"
                     },
                     {
                        "gametemplate" : "explosion_pack_item"
                     }
                  ],
                  "isPremium" : false,
                  "level" : 1,
                  "maxLevel" : 4,
                  "name" : "Stanley",
                  "perkPoints" : {
                     "speed" : 9,
                     "vitality" : 8,
                     "weapon" : 8
                  },
                  "perks" : [
                     {
                        "name" : "starter_antitank",
                        "stats" : [
                           {
                              "statKey" : "faster_change_pose_speed",
                              "statValue" : 0.1749999970197678
                           }
                        ]
                     }
                  ],
                  "perksCount" : 1,
                  "sClass" : "anti_tank",
                  "sKind" : "anti_tank",
                  "surname" : "Bradley",
                  "tier" : 3,
                  "weaponPreset" : ""
               },

make sure that the id is correct ( which, starts from 0 and goes up to how many soldiers you have in your squad )

and, keep in mind:

just pay a bit more attention, and you should be fine.

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Also anyone who wants to start making Custom profiles; I wouldn’t as the merge may change the JSON file. (no more campaigns, united currency etc).

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Looking to team entity… They let us use old campaigns armies. Maybe for some time or maybe for long time.

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also, the base code of the sumpftarn hoodie; it’s:
ger_hooded_smock_open_tex_d

you’ll find mostly of what you are looking for by searching keywords of the clothing inside main game directory through .dxp.bin files.


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I hope the devs or helpers will release a post similar to when effects were changed; To prepare.

About common_factionname: we shall see very soon…

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they won’t.

they didn’t even warned about the various rendinsts and animations removal last time,

they won’t this time either.

already asked preemptively;

but too naive and optimistic about it.

which btw, have you saw any official answer? about how armies will work?
don’t think so.

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Only info that they will mix.
In editor you already can see some code:

Probably for some time we will have common_ger and at same time old campaigns.

I really appreciate your help my friend :slight_smile: but may i ask, if it is not bothering… could you maybe give me the texture name so i can make the hoodie from above white? I am sorry to ask but i really struggle with file stuff…

that’s the keyword my friend.

" probably ".

which it’s not a definitive answer.

( and would be about time to get any. because we could prentively have our mods ready to be up to date. instead of wasting weeks trying to figure out / find the answer )

dunno to be honest.

you’ll have to lookg through dpx.files and look see for your self what the texture is all about.

to save some time, apply the textures onto vehicles. you’ll see them much quicker than having to apply the costume, save, duplicate it, delete it, and check individually on each piece each time.

while, on a tank, as soon you insert the textures, it will automatically show up.

beside, all i know of white, is plastic_a_tex_d*

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You can unpack any dxp.bin file and get the texture names:
kép

(idk if this helps? anyway)

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attachable_wear_ger_hooded_smock_covered_item{
_override:b=yes
“animchar__objTexReplace:object”{
“ger_hooded_smock_open_tex_d*”:t=“plastic_a_tex_d*”
}
}

So this is what i put in the blk file, but nothing changed? am i still doing something wrong?

(it looks exactly like above with both textures in, the forum uploaded it wrong)

use this command:

image

to share codes…

anyway

yeah. the code is different. the one i gaved you is for the open version.

for the closed one, is:

ger_hooded_smock_tex_d*

p.s… don’t tell me you are about to give the soviet a german smock please :man_facepalming:

otherwise i’ll slap someone

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IT WORKED THANK YOU ERIKA! :heart: :smile: i am very very thankful for your help…

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glad to be of assistance :slight_smile:

but to be honest, @tommyZZM and @Devenddar are the real Men to thank for.

without them, i wouldn’t have been able to even dive into retextures.

which… it’s the only thing i can do since… you know…

my mods cannot be uploaded for the time being.
( i mean, i could, but would massively be boring and much watered down of what those should have been… mainly because of customs. but i don’t wanna rumble more than necessary )

which, not to spam, and i’ll conclude my spamming with this message on such an useful thread, if you want to look for more clothings of relatively high quality;

i suggest you check:

( i’ll do other factions too. it’s just that it’s taking me huge chunk of times into research, and find accurate textures for uniforms )

but. it will greatly save you and others some time.

even though, not gonna lie… i would have kept them and only shared them once my mods would have been out.

but quite frankly, i’m losing hopes in that ever happening.

so if i can help others to somewhat elevate their mod in appearance quality, so be it.

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