Small Japanese uniform improvements

extensive knowledge of textures, camouflage_override, universal camouflages, micro textures, RGBs, effects and names essentially.

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Yeah, ik that stuff too. Rgb is just annoying sometimes

then how come you still use vanilla cosmetics.

like, modded cosmetics are the future.

image
image
image

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Because most of the stuff I want is already in the files (like the tan unform, for example)

Like i dont get your argument

But i dont want camo, somwtimes i just want plain rifleman stuff

well, you can make " plain " stuff even more historically accurate with different color collar tabs etc:

( had… a better screen, but lost it )

What is the rgb code for felgrau, I can never get it right?

you mean the green one?

or the actual feldgrau.

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Like real feldgrau, whenever I try its either too light, or too green

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:pray::pray::pray::pray:

note.

color multiplier on 3.0 might appear lighter on most cosmetics, so try with

Also, whenever I try it on the tunic_01_ger_summer, it affects all of them, even the brown and gray ones, is there a way to fix that?

so much for knowing that stuff uh :upside_down_face:

anyway,

you have to change the colors and use the correct one.

here is a code.

the rest you can sort of figure it out:

place it in a scene.blk

entity{
  _template:t="attachable_wear_tunic_01_ger_summer_sheen_item+item_in_world"
  transform:m=[[-0.397879, 0, 0.917438] [0, 1, 0] [-0.917438, 0, -0.397879] [-395.12, 1.81298, -1705.85]]

  "camouflage_override:array"{
    "camouflage_override:object"{
      solid_fill_color:p4=0.75, 0.75, 0.75, 1
      micro_detail_layer:i=3
      force_solid_fill:b=yes
      material_id:i=1
      color_multiplier:r=0.5
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.75, 0.75, 0.75, 1
      force_solid_fill:b=yes
      material_id:i=3
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.75, 0.75, 0.75, 1
      force_solid_fill:b=yes
      material_id:i=10
      color_multiplier:r=0.5
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.75, 0.75, 0.75, 1
      micro_detail_layer:i=3
      force_solid_fill:b=yes
      material_id:i=11
      color_multiplier:r=0.5
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.75, 0.75, 0.75, 1
      micro_detail_layer:i=3
      force_solid_fill:b=yes
      material_id:i=12
      color_multiplier:r=0.5
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.9, 0.9, 0.9, 0.85
      force_solid_fill:b=yes
      material_id:i=7
      color_multiplier:r=1.1
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.386, 0.5, 0.388, 1
      force_solid_fill:b=yes
      material_id:i=8
      color_multiplier:r=0.8
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0, 0.3, 0, 0.85
      force_solid_fill:b=yes
      material_id:i=9
      color_multiplier:r=0.45
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.75, 0.75, 0.75, 1
      micro_detail_layer:i=3
      force_solid_fill:b=yes
      material_id:i=13
      color_multiplier:r=0.5
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.75, 0.75, 0.75, 1
      micro_detail_layer:i=3
      force_solid_fill:b=yes
      material_id:i=6
      color_multiplier:r=0.5
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.8, 0.8, 0.8, 0.85
      force_solid_fill:b=yes
      material_id:i=4
    }

    "camouflage_override:object"{
      solid_fill_color:p4=0.8, 0.8, 0.8, 0.85
      force_solid_fill:b=yes
      material_id:i=5
    }
  }
}

i also fixed it for ya.

since, it had micro details effed up all over the place.

Never said I was an expert

your next assignment, is to turn it in feldgrau :wink:

maybe i’ll make a legend for each camouflage_override if and when i’ll have time.

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[quote=“ErikaKalkbrenner, post:36, topic:170511”]
next assignment

Can the exam please be about fixing respawnBaseGroupAcrivator? I still got the bug bruh :sob:

ugh---- we have a modding discord for that, silly.

but, general foundamentals are,

capzones dictates respawnOnCapzone group.

and each respawn base requires to have the same id as the capzone ( respawn group on capture point parameter ). and each capzone needs a different ID between each capzones. else you might have respawns that conflicts with each other

beside that, i don’t know much.

i’m more of a fashion designer ( technically, a lot more, but i have to put my mind to it. like, i can edit vehicles, custom weapons, custom assets, locations, etc ), more than a mission-logic-designer :upside_down_face:

Like, i rip the vanilla missions from The datamine I don’t change anything, just upload to the portal. In offline, all works fine, but in online all spawns on the map are active for defenders, and they spawn on inactive points, been asking in the discord and forums since June with no luck, happens in every mod I make too.