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Armed Assault Info Forums _ Addons - Work in progress _ Modeling/Texturing Problems Thread

Posted by: GIJOE94 Jun 28 2007, 21:32

Edit by Deadeye :

If you need advise in o2 modeling or texturing ask your question here.









QUOTE
Hi evrybody, now Jukka has done the textures for the sherman, but he can't apply them to the modle it's self.Could anyone who knows how to apply textures to a modle please post here with the how to do it.Think about it people, the sooner this is done, the sooner you get an M4A1 sherman tank!

Posted by: Rellikki Jun 28 2007, 23:25

It's actually the model maker's job. Well, kinda... He needs to do a mapping of the model, then he'll send it to the texturer who then starts creating the texture with the help of the mapping.

Ps: I think you should release everything at the same time, not single addons. It's just messy that way.

Posted by: Jukka Jun 29 2007, 13:55

Thanks for the help Rellikki.



Posted by: vilas Jun 29 2007, 14:45

don't forget it is mine Sherman addon you talk about, you asked me to send it to you "just to look at", but mesh is made by Aloisi, who sent me this mesh in 3ds, i made LODS,
texture you can do using blueprints / view from one side, view frm top, hatches, wheels, details, engne cover , rear side and etc.
you have to :
install oxygen properly
than you select fac in oxygen and type B from keyboard and texture is set on faces

dear Relliki , not always wink.gif

first i do texture from blueprints, than i model mesh on it, if there are details missing like cover, barrel, screw - i make detail on textures
they get M4 Sherman mesh, because something happened to Aloisi and contact with him is no longer
so if they will do side views, it is easy to texture it using oxygen, because i talk about using free/legal, of cours in MAX there is "model to texture" or like that which makes from mesh created texture, but if we work in oxygen, we have no such possibility

Posted by: GIJOE94 Jun 29 2007, 17:47

Thanks for your help folks!

Posted by: d@nte Jun 29 2007, 23:31

@Vilas, no no no no no, you can do like that. you can't use tons of textures in arma. you need to make an uvmapping of the tank.

- hull
- turret
- the other parts

if you don't make an uvmapping the textures will be streched, or some parts won't fit perfectly the model. and on a blueprint, you can't see the hidden faces.

Relikki was right

Posted by: Faust Jul 3 2007, 20:09

I have made texture for my Opel Blitz. It is UV mapping and coordinates of texture are from 3DsMAX. When i import this model in Oxygen will i lose this coordinates or not? cuz i dont know remap it in oxygen!! pls help helpsos.gif


Posted by: Deadeye Jul 3 2007, 20:28

Well IIRC you HAVE to remap the model in o2. There is no way around.

I already suggested Joe to work through http://ofp.info/brsseb

Posted by: GIJOE94 Jul 3 2007, 20:52

Faust you are the best! Glad to have you in our team.Them textures are loverly!

Posted by: Deadeye Jul 3 2007, 21:01

Absolutely misplaced comment GIJOE94. Faust posted here because he was asking for help in modeling/texturing. If you want to criticize his work for the ArmA 1943 Mod, do it in the dedicated ArmA 1943 thread in the Mod section. You simply can't hijack any thread for your purpose dude rolleyes.gif .

Posted by: Faust Jul 4 2007, 08:39

QUOTE(Deadeye @ Jul 3 2007, 21:28) *
Well IIRC you HAVE to remap the model in o2. There is no way around.
I already suggested Joe to work through http://ofp.info/brsseb


i was searching and i have found this:
QUOTE
you can use 3ds amx to import models and textures into O2, as i have done it before (Just not yet for ArmA).

- You export the model (dont rig it or anything) into a .3ds file, and save the texture files as .TGA's

- You then import the model into O2 (there is an import button somewhere), it will enter O2 as an untextured model.

- you then have to do some funny trick i can never remember, where you select all the faces on the model, and change it so they look for the texture files. This involves changing the name of the texture, the file location etc.

- That should have the textures correctly applied, the model will look just like it did in 3ds max, just a little bit shittier (in Flashpoint atleast) but its all good fun!

Dont forget to make LOD's, none of the flashpoints generate them on the fly, and also dont forget that ArmA uses Normal and Specular mapping!

Guy

So he tells that it is possible to import model with texture. So where is true?? blink.gif

Posted by: d@nte Jul 6 2007, 16:49

i use also 3dsmax. yes in o2, the uvmapping will be the same that in 3dsmax. you just need to export (in 3dsmax) your model in the .3ds file and when you are in oxygen, you just need to import your 3ds file. it's all. but if you want a better look for your textures, open the TGA in paatool and save them again in paa or pac.

btw when you import your model in oxygen, don't forget to import it (and the textures) in the good folder, with the final name.

an example from one of my job:

D:\ofpedit\thyr_wtk\Atext\turret.pac

oops i have forgotten:

when your model is in oxygen, select all the faces, and do F5 smile.gif (for faces\recalculate normal)

Posted by: GIJOE94 Jul 7 2007, 09:08

Hi folks, I need help because I have the textures for the Opel Blitz, but I don't know how to add them, can anyone help?

Posted by: d@nte Jul 7 2007, 23:59

could you explain a little bit? the blitz has an uvmapping?

Posted by: JdB Jul 8 2007, 00:15

QUOTE(d@nte @ Jul 8 2007, 00:59) *
could you explain a little bit? the blitz has an uvmapping?


When looking at the screenshots with normal maps applied, you would get the idea that it does.

If so, then all you need to do is make sure that the texturepath(s) in the model-file is/are pointing towards the texture(s).

Posted by: Faust Jul 9 2007, 08:40

QUOTE
if you want a better look for your textures, open the TGA in paatool and save them again in paa or pac

i open TGA in TexView2 and save as paa , is is allright too? or paa tool is better?

QUOTE
when your model is in oxygen, select all the faces, and do F5 smile.gif (for faces\recalculate normal)

why? what does it do?


Posted by: JdB Jul 9 2007, 12:30

After you've applied sharp and smooth faces, you select the entire model and press F5, this recalculates the lightning on all faces, most of the times getting rid of incorrect lightning.

This might not be necessary in ArmA anymore (if modelled properly), but since we know next to nothing about the new tools...

Posted by: d@nte Jul 9 2007, 12:56

this is only if you import a model in o2 (i suppose). because i do the the sharp/smooth edges already in an other 3d modeller but o2 don't keep that. (o2 is a crap, this is also one of the reasons why i stopped my project. oxygen is a waste of time). i hope for you that the new one will be better. happy.gif

Posted by: Faust Jul 9 2007, 13:19

vilas helped me with opel blitz and its allready driveable in Arma, but textures are not working correctly, in any angles truck is very dark and normal map is not working and in another angle truck is very brighten and normal map is OK, vilas told me that i have to create _SMDI map, its specular map, isnt it? is problem in this map? cuz i think that dirty car shouldnt have specular map which reflect light or yes? yammer.gif

Posted by: d@nte Jul 9 2007, 21:10

yeah you need a specular map. it's a greyscale texture. white, bright gray for the luminous faces, black for the others.

take a look at this tut. that shows how the color map, the specular map and a bump map work together. (i know in Arma this is a normal map, but a bump map gives a similar effect. this is just an example.)

http://forums.cgsociety.org/showthread.php?f=46&t=373024

Posted by: Faust Jul 10 2007, 09:38

thx d@nte
for example, canvas in specular map should be perfect black and glass white?

Posted by: d@nte Jul 10 2007, 11:45

you mean for a uniform? if yes. personally i would use black for the canvas,

when you make this make, you must imagine, how the sunlight would reflect itself on the object. wink.gif

Posted by: GIJOE94 Jul 15 2007, 13:09

Hi folks, I have a su-29 addon that has no cockpit. Can some one make it?

Posted by: da rat Jul 15 2007, 14:47

Who's addon is it?

Posted by: GIJOE94 Jul 15 2007, 15:41

CheyenneAH56 made it for me and said I could release it and do anything with it. He never finnished it though, thats why I need a cockpit for it so I can release it.

Posted by: Deadeye Jul 16 2007, 18:45

ok ok, so you want someone else to do the rest modeling + texturing for this plane and then release it with your name?

erm... ok.

Posted by: da rat Jul 16 2007, 19:50

QUOTE(Deadeye @ Jul 16 2007, 18:45) *
ok ok, so you want someone else to do the rest modeling + texturing for this plane and then release it with your name?

erm... ok.

+1

If you aren't capable of doing it yourself, you should pass the addon on to someone who can sleep.gif

Posted by: GIJOE94 Jul 16 2007, 20:35

Thats what I'm trying to do. I only need some one to help me finnish it off for a red bull air race mission.

Posted by: JdB Jul 17 2007, 00:11

QUOTE(Deadeye @ Jul 16 2007, 19:45) *
ok ok, so you want someone else to do the rest modeling + texturing for this plane and then release it with your name?

erm... ok.


Besides that obvious mentality error, this is no place for requests. The problem is not that the person placing the request is having problems with making, editing or finishing the addon, the problem is that he doesn't want to invest time to learn skills, but does want to make addons, and ultimately a mod, and needs others to do pretty much everything for him.

999 out of 1000 requests never get made, simply because the person requesting it shows no innitiative what so ever himself besides begging others to make him stuff, and to whine when no one makes it for him, or in a time-frame that he thinks is appropriate.

Edit: Can we please have a dedicated request thread, so that I can ignore it? happy.gif

Posted by: Deadeye Jul 17 2007, 18:36

Agreed smile.gif --> http://forum.armedassault.info/index.php?showtopic=778&st=0 <-- request addon here !

Posted by: CheyenneAH56 Aug 29 2007, 08:46

How to use the MatEditor by BIS ?

We need to know how to make reflexion material for the models.

Thx

Posted by: Helping Hand Aug 29 2007, 09:59

QUOTE
Mat Editor? is it included in o2? could you give me a link?

Oh and please re-ask this thread over in the Addon WIP section smile.gif

Closing this one


Deadeye said ask in the thread not make a new one mellow.gif

Also you don't need to put the title in large writing people can read it in normal writing.

Posted by: Deadeye Aug 29 2007, 12:43

My comment on the closed topic was kinda misleading... sry for that

Merged the topics wink.gif

Oh and as HH said no real need to shout tongue.gif

Posted by: Linker Split Aug 29 2007, 21:13

I'm making a tutorial about the material editor wink.gif

Posted by: Faust Sep 7 2007, 13:14

hi, can somebody tell me for what is Shadow volume LOD? thx

Posted by: d@nte Sep 7 2007, 16:08

do you have an example?

hum!! i suppose that must be a special lod which with the specular and the normal map are directly used by the engine (i mean the lighting).

ask your question in the BIS forum, maybe someone will be able to help you.

sorry smile.gif

Posted by: Linker Split Sep 8 2007, 11:46

Shadow Volume is used to create the Shadow of the particular LOD. Pretty useful to define good shadows for the first LODS.
If you make a model, you'll use for example 5 LODS:

1.000
3.000
20.000
50.000
Now, you can add ShadowVolume to all these LODS adding values that you used to define the normal LODS.
So ShadowVolume1.000
ShadowVolume3.000
ShadowVolume20.000
ShadowVolume50.000

Now see this trick: if the first LOD (1.000) has less than 512 polys, it's not recommended that you add the ShadowVolume for it. It will automatically generated by the engine.

all the models you make in the ShadowVolume LOD must be very simple, and must not exeed the number of 512 polys. wink.gif

Posted by: Synide Sep 11 2007, 12:27

QUOTE(Linker Split @ Sep 8 2007, 22:46) *
Now, you can add ShadowVolume to all these LODS adding values that you used to define the normal LODS.
So ShadowVolume1.000
ShadowVolume3.000
ShadowVolume20.000
ShadowVolume50.000


The BIS example models do not seem to have 'matching' ShadowVolume LODs for the equivalent Resolution LODs.

QUOTE(Linker Split @ Sep 8 2007, 22:46) *
...and must not exeed the number of 512 polys. wink.gif


Seems a bit strange that in the BIS example models Shadow Volume 0.0 (10000) LOD seem to have more than 512 poly's.
And most Game content p3d's seem to have many more poly's than 512 in the Shadow LODs ...



Posted by: Linker Split Sep 11 2007, 23:59

yeah Bi models doesn't have a shadow LOD for every RES LOD... they simply use 2 shadow LODS for the whole model...
about the 512 polys... yeah you are right! boppin2.gif I'll study it!

Posted by: Synide Sep 12 2007, 11:53

QUOTE(Linker Split @ Sep 12 2007, 10:59) *
yeah Bi models doesn't have a shadow LOD for every RES LOD... they simply use 2 shadow LODS for the whole model...
about the 512 polys... yeah you are right! boppin2.gif I'll study it!


actually, sometimes 1 Shadow LOD, 2 or 3 or 4... or None, but no more than 4.

Also, check http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=76;t=68241;%5d thread in BIS Forums (post from Armoured Sheep)...

Posted by: Bracken Sep 13 2007, 07:47

I'm abit confused about making a cargonet/rope bit and wondered if anyone could please quickly explain how its done. What i'm trying to do, is create it like in this http://www.hobbynuts.com/model/VER0116.JPG. Do I make it kind of a sheet from a single sided plan, like I tryed http://img174.imageshack.us/my.php?image=armaic5.jpg(with alpa channel texture?). Or do I model it in long cylinder bits, of a rope?
If the first method is correct, how does a double sided face work in arma? Can I get the texture and face/normal to show up on both sides?
Still learning all this, so thanks for any help. helpsos.gif

Posted by: Linker Split Sep 13 2007, 22:59

QUOTE(Bracken @ Sep 13 2007, 08:47) *
I'm abit confused about making a cargonet/rope bit and wondered if anyone could please quickly explain how its done. What i'm trying to do, is create it like in this http://www.hobbynuts.com/model/VER0116.JPG. Do I make it kind of a sheet from a single sided plan, like I tryed http://img174.imageshack.us/my.php?image=armaic5.jpg(with alpa channel texture?). Or do I model it in long cylinder bits, of a rope?
If the first method is correct, how does a double sided face work in arma? Can I get the texture and face/normal to show up on both sides?
Still learning all this, so thanks for any help. helpsos.gif


To make a camonet, you can use two ways:

1)create a square, and split it in about 100 little squares like in the image below:

then you can move different points to have the best in your opinion:
http://imageshack.us

the second way:
2) you can make a square, then another one in its center, and so on:
http://imageshack.us
then move the points:
http://imageshack.us


In any case, you must not model the ropes in long cylinder bits... it will slow down the game.
the only way is to create a flat plan wink.gif like I suggested you.

Posted by: Bracken Sep 13 2007, 23:41

Thank you very much for the help Linker Split.
So I guess that means the texture will show on both sides of the plane in arma? Or do I need to do something to it, to make it work like that?

Posted by: Linker Split Sep 13 2007, 23:49

when you select 4 points, you should hit 2 times F6 to create two faces, so you can see the net on both sides.
on the contrary, if you hit only one time F6 while having selected 4 points, you will have only one face! So open your eyes wink.gif

Posted by: Bracken Sep 14 2007, 00:47

Ok, thank you again for your help Linker Split. Sorry if the question seemed stupid, I didn't actually think that you could create two faces in the same space, as when you try it in the modeling program I use, you get this error.
http://img187.imageshack.us/my.php?image=errorjd6.jpg
But thanks again for all your help, will search longer next time.

Posted by: d@nte Sep 22 2007, 03:14

well, personally i would use an alpha channel to create the camonet. this is the easy way.

- less faces on a model (even with a normal map) = good performance wink.gif

which program do you use? that seems to be houdini or Silo unsure.gif


Posted by: Bracken Sep 22 2007, 08:27

It's actually Blender happy.gif . Thanks for the tips also.

Posted by: Linker Split Sep 22 2007, 09:34

QUOTE(d@nte @ Sep 22 2007, 04:14) *
well, personally i would use an alpha channel to create the camonet. this is the easy way.

- less faces on a model (even with a normal map) = good performance wink.gif

which program do you use? that seems to be houdini or Silo unsure.gif


obviously yes smile.gif
But you should also have the camonet fluid to be modelled wink.gif so you should make all those planes...

Posted by: d@nte Sep 22 2007, 11:22

QUOTE(Bracken @ Sep 22 2007, 09:27) *
It's actually Blender happy.gif . Thanks for the tips also.


oh! ok. i tried it 1 year ago. gasp, this program is too strange for me, i mean the viewport. sweatingbullets.gif

QUOTE
But you should also have the camonet fluid to be modelled wink.gif so you should make all those planes...


yeah, and that should be easier with blender than with the crap oxygen. blues.gif biggrin.gif

Posted by: Linker Split Sep 22 2007, 19:10

QUOTE(d@nte @ Sep 22 2007, 12:22) *
oh! ok. i tried it 1 year ago. gasp, this program is too strange for me, i mean the viewport. sweatingbullets.gif
yeah, and that should be easier with blender than with the crap oxygen. blues.gif biggrin.gif


agree with you m8 ph34r.gif
this program still got some sicret misteries for me ph34r.gif

Posted by: GIJOE94 Sep 24 2007, 19:18

can anyone give me a base texture to edit because I realy want to start some texturing (I've got GIMP 2) but I don't know where to start or how it should be set out.Thanks

Posted by: d@nte Sep 24 2007, 19:24

what do you want to do? give an example please smile.gif

btw: try to look at some tutorials (photoshop or the gimp this is the same thing).




Posted by: GIJOE94 Sep 24 2007, 19:46

I just want to make my own texture for a soldier or some thing simple but I need a guide line to follow from.

Posted by: d@nte Sep 24 2007, 22:36

ok, but each part of a soldier can use a special stuff. if you make a metal or a fabric texture etc. this is not the same thing.

personally i don't know special tutorials. i learnt with a lot of tuts. how to make a metal texture, how to ......; how to .......

this tut : http://forums.cgsociety.org/showthread.php?f=46&t=373024 is excellent for the metal, but some stuff can be also used for other things.

i know, this is a photoshop tut, but you can do the same thing with the gimp.

but you need also a lot of brushes (grunge brushes, dry brushes .....)

gimp brushes:

http://browse.deviantart.com/resources/applications/gimpbrushes/?order=9&alltime=yes

other tuts:

http://www.gimp-tutorials.com/
http://gug.sunsite.dk/?page=tutorials
http://tutorialblog.org/gimp-tutorials/
http://www.gimptalk.com/

good luck smile.gif


Posted by: Sheildsy Feb 18 2008, 11:20

Quick question in regards to Texturing a weapon fresh from 3DS Max.
It is now a P3D file and working fine, this is my first weapon i have made from scratch by my self.
And i was wondering what the procedures for starting to texture it is?
Any help would be appricated smile.gif Only ever Textured Soldiers Before happy.gif

Any help would be appricated

Posted by: MrRee Feb 19 2008, 21:28

are there any requirments that need to be met before the carve option becomes avaliable
http://community.bistudio.com/wiki/Oxygen_2_-_Manual#Editing
i have tried different ways of selecting the objects but it never becomes avaliable.

sounds like a useful tools just cant seem to use it.

any ideas?

Posted by: Linker Split Feb 20 2008, 00:14

QUOTE(MrRee @ Feb 19 2008, 21:28) *
are there any requirments that need to be met before the carve option becomes avaliable
http://community.bistudio.com/wiki/Oxygen_2_-_Manual#Editing
i have tried different ways of selecting the objects but it never becomes avaliable.

sounds like a useful tools just cant seem to use it.

any ideas?


I can use it blink.gif


Posted by: MrRee Feb 20 2008, 00:50

hmmm wacko.gif, ok ill reinstall the tools see if that helps

EDIT: not sure what was wrong but the reinstall seems to have fixed it, note to self try that first, thanks Linker Split

Posted by: d@nte Feb 20 2008, 12:02

QUOTE(Sheildsy @ Feb 18 2008, 11:20) *
Quick question in regards to Texturing a weapon fresh from 3DS Max.
It is now a P3D file and working fine, this is my first weapon i have made from scratch by my self.
And i was wondering what the procedures for starting to texture it is?
Any help would be appricated smile.gif Only ever Textured Soldiers Before happy.gif

Any help would be appricated


weirdsmiley.gif you should do the texturing in 3dsmax and also of course the uvmapping. why do you want to use oxygen when you have a better tool Malajn.gif


Posted by: Benoist Feb 22 2008, 12:04

I don't know why but I can't make cylinders. No mather which values i gave to it, only a line appears.

Posted by: -=engener=- Feb 22 2008, 12:35

QUOTE(Benoist @ Feb 22 2008, 12:04) *
I don't know why but I can't make cylinders. No mather which values i gave to it, only a line appears.
chenge segment rad. thumbsup.gif

Posted by: D@V£ Feb 25 2008, 20:58

Does anyone know if it's possible to add new particle effects without having to include new dta files? It'd be useful to know...

Posted by: Linker Split Feb 25 2008, 23:58

QUOTE(D@V£ @ Feb 25 2008, 20:58) *
Does anyone know if it's possible to add new particle effects without having to include new dta files? It'd be useful to know...

yes youcan, but at least you have to create new fire and smoke textures...

Posted by: Retro19 Feb 28 2008, 07:29

How do i merge 2 paa file's together? Ive got a body armour reskin saved on one PAA and i want to use the body armour not the trousers and shirt and put it onto another PAA. I dont know if i explained it right. For example ive gotta black bodyarmour which i want to replace with the BIS body armour for my custum units.

Posted by: catito14 Feb 28 2008, 21:10

Hi, how can I do to put to an object created by me the same material that has the rest of the uniform?

I have the .RVMAT of the uniform, but it dont know how to do in order that the object (in this case a hood) has the same material.

Thanks

Posted by: Linker Split Feb 28 2008, 23:45

QUOTE(Retro19 @ Feb 28 2008, 07:29) *
How do i merge 2 paa file's together? Ive got a body armour reskin saved on one PAA and i want to use the body armour not the trousers and shirt and put it onto another PAA. I dont know if i explained it right. For example ive gotta black bodyarmour which i want to replace with the BIS body armour for my custum units.

If I understood you correctly, you are going to look at http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=76;t=71203

wink.gif

Posted by: Retro19 Mar 3 2008, 18:45

Ive made my units how do i create a replacment pack?

Posted by: Eddie Mar 7 2008, 15:49

Right now i am kind abshing a couple things to gether for the learning process. I am using a model from VTE and i have been working off of Mechastalins BMD config. The problem i am having is i cannot get the damn turret to turn!!! I have my config skeleton there. I beleive i have it coded right. could ombody please take a look at this code.

PS MODs if i have posted this in the wrong place please move.




CONFIG.

CODE
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

class CfgPatches
{
class T55
{
units[] = {T55};
VehicleClass = Armored;
};
};


#include <cfgmagazine.h>
#include <cfgWeapons.h>
#include <cfgAmmo.h>
#include <CfgSkeletons.h>

class CfgVehicles {
class Land; // External class reference

class LandVehicle : Land {
class NewTurret; // External class reference
class ViewOptics; // External class reference
};

class Tank : LandVehicle {

weapons[] = {};
magazines[] = {};

class Turrets {
class MainTurret : NewTurret {


class Turrets {
class CommanderOptics : NewTurret {

};
};
};
};

class ViewOptics : ViewOptics {

};
};




class M60A3 : Tank {

displayName = "T55";
model = "\T55\VTE_t55.p3d";
selectionLeftOffset = "pasanimL";
selectionRightOffset = "pasanimP";
scope= 2;
side = 0;
crew = "SoldierECrew";
typicalCargo[] = {};
accuracy = 0.7;
picture = "\M60A3\data\pic_m60.paa";
Icon = "\M60A3\data\M60_ico.paa";
mapSize= 11;
armor= 650;
maxSpeed= 48;
forceHideGunner = 0;
hiddenSelections[] = {"n1, n2, n3"};
transportSoldier = false;
class TransportMagazines {};
transportAmmo = 0;
supplyRadius = 1.7;
canFloat = 0;
threat[] = {0.8, 0.7, 0.2};
cost = 3000000;


class Exhausts {
class Exhaust1 {
position = "vyfuk start";
direction = "vyfuk konec";
effect = "ExhaustsEffectBig";
};
};




soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1};
soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1};
soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A2_track_v2", 5.01187, 1};
soundEngine[] = {"\ca\Tracked\Data\Sound\Brdm_engine_3", 7.94328, 0.9};
insideSoundCoef = 0.2;
driverAction = "Abrams_DriverOut";
driverInAction = "Abrams_Driver";
animationSourceHatch = "hatchDriver";
memoryPointTrack1L = "Stopa ll";
memoryPointTrack1R = "Stopa lr";
memoryPointTrack2L = "Stopa rl";
memoryPointTrack2R = "Stopa rr";
driverForceOptics = 0;
forceHideCommander = 0;
memoryPointDriverOutOptics = "driver_outview";


class Library
{
libTextDesc="The T55 served as the primary Warsaw Pact. main battle tank of the Cold War. The T55 series tanks continue to serve as front-line MBTs in more than twenty countries."
};

class Damage {
tex[] = {};
mat[] = {};
};



class Turrets : Turrets {
class MainTurret : MainTurret {
gunnerAction = "Abrams_Gunner";
gunnerInAction = "Abrams_Gunner";
animationSourceHatch = "hatchGunner";
weapons[] = {"100mm_D10T", "M240_veh"};
body = "otocvez";
gun = "otochlaven";
hasGunner = 1;
soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.00316228, 1.0};
magazines[] = {"20_SABOT", "20_HE", "20_HEAT", "1200Rnd_762x51_M240"};
forceHideGunner = 0;
GunnerForceOptics = 0;
gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
minElev = -9;
maxElev = 20;
initElev = 0;

class ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.166;
minFov = 0.025;
maxFov = 0.333;
};

class Turrets : Turrets {
class CommanderOptics : CommanderOptics {
gunBeg = "gun_muzzle";
gunEnd = "gun_chamber";
body = "otocvelitele";
gun = "otochlavenvelitele";
GunnerForceOptics = 0;
minElev = -25;
maxElev = 60;
initElev = 0;
minTurn = -360;
maxTurn = 360;
initTurn = 0;
weapons[] = {"M2"};
magazines[] = {"100Rnd_127x99_M2", "100Rnd_127x99_M2"};
outGunnerMayFire = 1;
inGunnerMayFire = 1;
gunnerAction = "T72_CommanderOUT";
gunnerInAction = "Abrams_Commander";
soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", 0.000316228, 1.0};
gunnerOpticsModel = "\ca\Tracked\optika_M1A1_commander";
};
};
};
};

};









and my CONFIG SKELETON

CODE
class CfgSkeletons
{
class Tank; //Define base class.
class T55Bones: Tank
{
isDiscrete=1;
skeletonInherit = ""; //Inherit all bones from class Car.
skeletonBones[]=
{
"levy predni","",
"levy dalsi","",
"levy prostredni","",
"levy zadni","",
"pravy predni","",
"pravy dalsi","",
"pravy prostredni","",
"pravy zadni","",
"damageHide","",


"OtocVez","",
"OtocHlaven","OtocVez",
"damageVez","OtocVez",

"Poklop_Gunner","OtocVez",
"Poklop_Commander","OtocVez",
"poklop_Driver","",

"kolol1","",
"kolol2","",
"kolol3","",
"kolol4","",
"kolol5","",
"kolol6","",
"kolol7","",
"kolol8","",
"kolol9","",
"koll1","",
"koll2","",
"kolop1","",
"kolop2","",
"kolop3","",
"kolop4","",
"kolop5","",
"kolop6","",
"kolop7","",
"kolop8","",
"kolop9","",
"kolp1","",
"kolp2",""


};
};
};
class CfgModels
{
class Tank; //Declare base class.
class T55: TANK
{
sectionsInherit = "";
sections[] ={"pas_P","koll1","koll2","kolp1","kolp2","koloL1","koloL2","koloL3","koloL4","koloL5","koloL6","kolP1","koloP1","koloP2","koloP3","koloP4","koloP5","koloP6","pravy zadni","pasanimL","pasanimP","levy zadni","L svetlo", "P svetlo", "HatchCommander","HatchGunner", "HatchDriver", "damageHide", "damageVez" };
skeletonName = "T55Bones";
class Animations
{
class OtocVez
{
type = "rotationY";
source = "mainTurret";
selection = "OtocVez";
axis = "OsaVeze";
memory = true;
sourceAddress = "loop";
minValue = rad -360;
maxValue = rad +360;
angle0 = rad -360;
angle1 = "rad 360";
};
class OtocHlaven
{
type = "rotationX";
source = "mainGun";
selection = "OtocHlaven";
axis = "OsaHlavne";
memory = true;
sourceAddress = "clamp";
minValue = "rad -4.5";
maxValue = "rad 35";
angle0 = "rad -5.5";
angle1 = "rad 35";
};





class HatchGunner
{
type = "rotationX";
source = "HatchGunner";
selection="poklop_gunner";
axis="osa_poklop_gunner";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1= rad -120;
};

class HatchDriver
{
type = "rotationY";
source = "HatchDriver";
selection="poklop_driver";
axis="osa_poklop_driver";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1= rad -90;
};
class HatchCommander
{
type = "rotationX";
source = "HatchCommander";
selection="poklop_commander";
axis="osa_poklop_commander";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1= rad -120;
};

class damageHide
{
type="hide";
source="damage";
selection="damageHide";
};


class damageVez
{
type="hide";
source="damage";
selection="damageVez";
};


class BMDkoloL1
{
type = "rotationX";
source = "wheelL";
selection = "kolol1";
axis = "";
memory = true;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};
class bmdkoloL2 :BMDkoloL1
{
selection = "kolol2";
};
class bmdkoloL3 :BMDkoloL1
{
selection = "kolol3";
};
class bmdkoloL4 :BMDkoloL1
{
selection = "kolol4";
};
class bmdkoloL5 :BMDkoloL1
{
selection = "kolol5";
};
class bmdkoloL6 :BMDkoloL1
{
selection = "kolol6";
};
class bmdkoloL7 :BMDkoloL1
{
selection = "kolol7";
};
class bmdkoloL8 :BMDkoloL1
{
selection = "kolol8";
};
class bmdkoloL9 :BMDkoloL1
{
selection = "kolol9";
};
class bmdkoll1 :BMDkoloL1
{
selection = "koll1";
};
class bmdkoll2 :BMDkoloL1
{
selection = "koll2";
};

class BMDkolop1
{
type = "rotationX";
source = "wheelr";
selection = "kolop1";
axis = "";
memory = true;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};
class bmdkolop2 :BMDkolop1
{
selection = "kolop2";
};
class bmdkolop3 :BMDkolop1
{
selection = "kolop3";
};
class bmdkolop4 :BMDkolop1
{
selection = "kolop4";
};
class bmdkolop5 :BMDkolop1
{
selection = "kolop5";
};
class bmdkolop6 :BMDkolop1
{
selection = "kolop6";
};
class bmdkolop7 :BMDkolop1
{
selection = "kolop7";
};
class bmdkolop8 :BMDkolop1
{
selection = "kolop8";
};
class bmdkolop9 :BMDkolop1
{
selection = "kolop9";
};
class bmdkolp1 :BMDkolop1
{
selection = "kolp1";
};
class bmdkolp2 :BMDkolop1
{
selection = "kolp2";
};


class bmdDrivingWheel
{
type = "rotationZ";
source = "drivingWheel";
selection = "volant";
axis = "osavolantkon";
memory = true;
sourceAddress = "mirror";
minValue = -1;
maxValue = 1;
angle0 = "rad -35";
angle1 = "rad 35";
};
};
};
};

Posted by: berbinator Mar 8 2008, 17:44

OK I'm using blender and created a simple model, used 3DS converter to convert the blend file to 3ds format. the file extension was "obj.blend.3ds" however when i tried to import it into oxygen using import 3ds it said gave an error message saying "Missing KFDATA"?? I also tried removing the blend. suffix and the file name was obj.3ds and it still didnt work? what is the problem? Anybody who uses blender can help a noob out please Malajn.gif

Posted by: sgt.Artmann Mar 8 2008, 19:13

how can I open texture,
i have texview but i dont know how to change format of the textures (i dont know if ''format'' is english or if i have created the word sweatingbullets.gif )

Posted by: Rellikki Mar 8 2008, 21:50

Open the texture with Texview and from 'Save as...' change the bottom setting to 'All Files (*.*)' and save the texture in TGA format by typing '.tga' at the end of the file name. Note that you may only save it in TGA and PAA / PAC format.

Posted by: Helping Hand Mar 8 2008, 22:01

You could also use kegety's plug-in to open them in Photoshop directly .

Posted by: d@nte Mar 8 2008, 22:48

QUOTE(berbinator @ Mar 8 2008, 17:44) *
OK I'm using blender and created a simple model, used 3DS converter to convert the blend file to 3ds format. the file extension was "obj.blend.3ds" however when i tried to import it into oxygen using import 3ds it said gave an error message saying "Missing KFDATA"?? I also tried removing the blend. suffix and the file name was obj.3ds and it still didnt work? what is the problem? Anybody who uses blender can help a noob out please Malajn.gif


http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=76;t=72171

anim8or: http://www.anim8or.com/

Posted by: berbinator Mar 9 2008, 01:11

Ok I have another problem tiredsmiley.gif how do I repack the config.bin folders after unpacking and editing them? Do i need a special program? Please help ohmy.gif

Posted by: Eddie Mar 16 2008, 18:39

I am working on the M163 vulcan. I have retextured it and added a Missile pod (ala Israeli Version).


The problem i am having is even though its attached to the turret my missile pod does not rotate with the turret helpsos.gif


How do i attache it to the turret to make them rotate together?

Posted by: Linker Split Mar 16 2008, 19:19

QUOTE(Eddie @ Mar 16 2008, 18:39) *
I am working on the M163 vulcan. I have retextured it and added a Missile pod (ala Israeli Version).
The problem i am having is even though its attached to the turret my missile pod does not rotate with the turret helpsos.gif
How do i attache it to the turret to make them rotate together?


to have a turret working (rotating, firing and all the stuff) you have, once declared in the model the selections, to create the model.cfg file in which you define the new selections too.
if you don't the engine will not recognize the new parts and will dismiss them

Posted by: Eddie Mar 17 2008, 14:02

QUOTE(Linker Split @ Mar 16 2008, 19:19) *
to have a turret working (rotating, firing and all the stuff) you have, once declared in the model the selections, to create the model.cfg file in which you define the new selections too.
if you don't the engine will not recognize the new parts and will dismiss them



found the problem i had ro select the new parts as well as the turret selection and redefine them

Posted by: SaS TrooP Mar 19 2008, 23:03

How to create e.g. barrel of weapon? How to create a non boxed/triangled/circles things? I mean how to put faces there where you click. I had tutorial for that, but I have lost it and... on Scott Tunstall its LOST, too! Please, help

Posted by: Eddie Mar 20 2008, 01:58

Yes its me again still bashing together my little box of BIS models.

I want to know how to move the point where my Missile initializes? How do i identify this point? does it have a name?

Posted by: JdB Mar 20 2008, 02:27

Colonel Klink has a tutorial on how to make a missile battery for OFP on http://www.dc3d.co.nz/Tutorials/index.htm. I think that should get you started, since I have a feeling the core selections haven't changed much.

Posted by: Eddie Mar 20 2008, 03:38

why do my crosshairs get innacurate when i move the missile start point memory position? how can i prevent his?

Posted by: SaS TrooP Mar 20 2008, 13:58

So I will ask again. I created 8 points (for my magazine to Thompson lol :wink:) You ca see them here:



If I will select those point, they will change into red. But there are no faces? (no red lines between that faces) how to create them well?

Posted by: JdB Mar 20 2008, 14:19

Select 3 or 4 points (always use 4 if possible, since it's more effective) where a surface is supposed to be, and hit F6.

Posted by: SaS TrooP Mar 20 2008, 15:14

And thats it. Fast question, fast answer. Thank JdD. BTW your tutorial about .rvmat files etc. is very good!

Posted by: JdB Mar 20 2008, 16:11

Actually that was written by JB, not me.

Posted by: SaS TrooP Mar 20 2008, 17:00

OMG, whos JB, cause I dont know him...

Posted by: JdB Mar 20 2008, 17:16

He's a member of this forum, although he doesn't post that much. This is off-topic though, please stay on-topic.

Posted by: Eddie Mar 21 2008, 11:07

I added the new points for the missile to initialize..... it launches from the right spot now.....unfortunately now my gunsight is off..... anybody know how to correct this?

Posted by: JdB Mar 21 2008, 13:18

QUOTE(Eddie @ Mar 21 2008, 11:07) *
I added the new points for the missile to initialize..... it launches from the right spot now.....unfortunately now my gunsight is off..... anybody know how to correct this?


Re-adjust the selection that determines the position of the gunsight.

Posted by: Eddie Mar 21 2008, 17:11

QUOTE(JdB @ Mar 21 2008, 13:18) *
Re-adjust the selection that determines the position of the gunsight.



Does that point have a stadardized name? and wich point would i need line it up with?

Posted by: Linker Split Mar 22 2008, 00:03

QUOTE(SaS TrooP @ Mar 20 2008, 15:14) *
And thats it. Fast question, fast answer. Thank JdD. BTW your tutorial about .rvmat files etc. is very good!

actually, if you refer to how to make RVMATS, and normal+specular mapping in ArmA, that's me who wrote those tutorials wink.gif


QUOTE(Eddie @ Mar 21 2008, 17:11) *
Does that point have a stadardized name? and wich point would i need line it up with?


the point is Eye.


Posted by: Eddie Mar 22 2008, 01:35

linker i dont have this point. do i need it?

Posted by: Linker Split Mar 22 2008, 09:44

QUOTE(Eddie @ Mar 22 2008, 01:35) *
linker i dont have this point. do i need it?

you have to add it in your memory LOD of your missile launcher, exactly where is the sight.
To set it right, just think that that point is your real eye which is aiming. so consider yourself in the model

Posted by: Eddie Mar 22 2008, 16:34

ok i figured it out i had the same point functionally i just had it named "gun". Solved that problem...... on to the next...... i love addon making......



threat[] = {0.9, 1.0, 0.3};


How do i determine wich one of these threat values defines air, armor, man?

I am building a SAM unit and i started with the M113 vehicle config from the BIS models. i want to change it so my same unit really is very little threat to people and tanks but the AI will use it to knock out helicopters.

Posted by: SaS TrooP Mar 22 2008, 17:33

Know somebody or have somebody this ild one BrsSeb tutorial for OFp "making your first weapon?" I wanna to use it, but I cant find it. I had it on my comp long time ago, but i cant find it and his site doesnt work!

Can somebody help me!

Posted by: JdB Mar 22 2008, 17:47

Odd, http://www.google.com mentioned http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm at the very top of the search results in a search using the name "BRSSEB".

"Please bother searching before posting" next time tiredsmiley.gif

Most of this stuff (like the F6 deal above) can be found by looking at tutorials, is it so tiresome to look at a tutorial yourself instead of having someone look it up for you?

Posted by: Eddie Mar 24 2008, 03:21

I am using the below script to make ky missile textures dissapear on launch. How would i make them reappear when the launchers magazine is reloaded?



CODE
_M970 = _this select 0
_weapon = _this select 1

_weaponfired="checkM970"

?_weapon = _weaponfired :goto "check_weapon_status"


#check_Weapon_status
?_M970 ammo _weapon == 1 :goto "fireone"
?_M970 ammo _weapon == 0 :goto "firetwo"
exit


#fireone
_M970 setobjectTexture [1,""]
exit

#firetwo
_M970 setobjectTexture [0,""]
exit

Posted by: Skitz Mar 24 2008, 15:11

Ok so heres the problem, i remodelled a plane and it works fine etc, i havnt edited the textures or anything just the model in Oxygen 2, i tested it on Armed assault and it works fine and for some reason the textures are already like merged onto the new model, (all i did to edit it was change the shape of the plane, i.e the wings) and it looked fine but until i tested with a wing man. When he flys close to me you can see the model i had created but when he flys abit futher away from me the model goes back to it's original form... and i can't figure out why, i'm guessing this is some sort of texture problem although i don't understand why i can see the model when it's close to me but it goes back to it's original form when it goes futher away from me.


For example, i remoddled a jeep to make it some sort of truck thing. I play it on Armed assault and looks fine accept when i walk away from it, it's a jeep again.

I really want to get this sorted so please, if anyone knows the answer to my question please tell me.

Posted by: SaS TrooP Mar 24 2008, 23:12

QUOTE(JdB @ Mar 22 2008, 17:47) *
Odd, http://www.google.com mentioned http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm at the very top of the search results in a search using the name "BRSSEB".

"Please bother searching before posting" next time tiredsmiley.gif

Most of this stuff (like the F6 deal above) can be found by looking at tutorials, is it so tiresome to look at a tutorial yourself instead of having someone look it up for you?



OMG, I was searching htah, but the name of site has changed. Thanks!

Posted by: JdB Mar 24 2008, 23:33

QUOTE(Skitz @ Mar 24 2008, 15:11) *
i remoddled a jeep to make it some sort of truck thing. I play it on Armed assault and looks fine accept when i walk away from it, it's a jeep again.


You've only changed the first resolution lod, but didn't do the rest of them.

Posted by: SaS TrooP Mar 25 2008, 00:40

OMG again! I fought its fixed in Oxygen 2!

Normal: Textrue cant be applied on model...

I keep folder with textures in right formats in my main O2 directory. RMB, load texture and nothing happens when I choose it. You know what to do?

Posted by: Linker Split Mar 25 2008, 00:51

QUOTE(SaS TrooP @ Mar 25 2008, 00:40) *
OMG again! I fought its fixed in Oxygen 2!

Normal: Textrue cant be applied on model...

I keep folder with textures in right formats in my main O2 directory. RMB, load texture and nothing happens when I choose it. You know what to do?


1) check if you have all the DLL's installed properly. For this I'll point you to http://fww2.org/OffRel/O2DLL.rar

2)Check the options in Oxygen 2: set the Texture render memory to 1024, or 512

3) take a gun, and shot the PC tongue.gif

Posted by: D@V£ Mar 25 2008, 01:13

QUOTE(SaS TrooP @ Mar 24 2008, 23:40) *
OMG again! I fought its fixed in Oxygen 2!

Normal: Textrue cant be applied on model...

I keep folder with textures in right formats in my main O2 directory. RMB, load texture and nothing happens when I choose it. You know what to do?


QUOTE(BRRSEB)
NB: Some people didnt get o2 to load any textues with these settings. Nothing seemed to happen when they loaded a texture (just said "Texture loaded: NULL" in the active viewport, no errormessage popupwindow). To counter this, try changing the DLL folder path from Z:\o2 to the actual path C:\ofpedit\o2.


In practical terms, try swapping the "P:\" term in some of the options to "C:\Users\myname\Documents\ArmAWork", that might solve the problem smile.gif


EDIT:hmm.. bugger, I've just noticed I have the same problem and that didn't fix it weirdsmiley.gif
I'm going to try a few things, I might have an idea on how to fix this smile.gif

EDIT2: Can you load up tga textures? Because it seems to work with tga, but not PAC/PAA. Just load them as TGA files then convert them to PAA and edit the paths smile.gif
Not a good solution, I admit, but it should work the the time being smile.gif

Posted by: Linker Split Mar 25 2008, 01:56

QUOTE(D@V£ @ Mar 25 2008, 01:13) *
In practical terms, try swapping the "P:\" term in some of the options to "C:\Users\myname\Documents\ArmAWork", that might solve the problem smile.gif
EDIT:hmm.. bugger, I've just noticed I have the same problem and that didn't fix it weirdsmiley.gif
I'm going to try a few things, I might have an idea on how to fix this smile.gif

EDIT2: Can you load up tga textures? Because it seems to work with tga, but not PAC/PAA. Just load them as TGA files then convert them to PAA and edit the paths smile.gif
Not a good solution, I admit, but it should work the the time being smile.gif



it is caused by a bug in DLLs... try to download the ones I posted, put them in your O2 folder and check if they ar eloaded, cause... I can load them! boppin2.gif

Posted by: SaS TrooP Mar 25 2008, 17:08

Stupid question: How to cahnge DLL in the Oxygen.

I got for DLL path right now:
E:\ofpedit\Oxygen 2 Personal Edition\

And for textures:
E:\ofpedit\Oxygen 2 Personal Edition\ArmAWork

In ArmAWork folder i got folders with textures and models...

And I put those Dlls into main O2 directory...

Posted by: Retro19 Mar 25 2008, 20:56

How do i edit a binarized model because i deleated all my p3d's a week ago and now all i have is my pbo file and i wanna edit my units but i cant because i binarized them..

Posted by: SaS TrooP Mar 25 2008, 23:13

OMG again! I have just opened o2 again and texture is opening and even saving on model.

Just one word:

LLLLLLLLLLLLLLLLLLLOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLLLLLL

Posted by: Skitz Mar 25 2008, 23:21

QUOTE(JdB @ Mar 24 2008, 22:33) *
You've only changed the first resolution lod, but didn't do the rest of them.



Yeah that was my problem, thanks very much :]

Posted by: SaS TrooP Mar 26 2008, 16:31

JESUS! It can sound stupid, but I OFP there was a qouple of textures for one model! In ArmA - there is one big textrue for model! Jezz, help me! Is there any possibility to textrue ArmA modles like this OFP one? I HATE one texture for a weapon e.g.!!! And will quality of those texture lower than one big texture?

Posted by: Helping Hand Mar 26 2008, 16:59

Why hate something that was done to make things easier? I don't see why you can't map it like an 'OFP' model though it would just mean more work on your behalf generating more normal maps etc which will most likely make the filesize of the final addon larger I cant QFT though as I haven't done much with ArmA yet.

Posted by: SaS TrooP Mar 26 2008, 17:46

BUt how do I know where to place barrel, where a magazine, and where a stock on this texture?

Posted by: D@V£ Mar 26 2008, 18:06

QUOTE(SaS TrooP @ Mar 26 2008, 15:31) *
JESUS! It can sound stupid, but I OFP there was a qouple of textures for one model! In ArmA - there is one big textrue for model! Jezz, help me! Is there any possibility to textrue ArmA modles like this OFP one? I HATE one texture for a weapon e.g.!!! And will quality of those texture lower than one big texture?


Well, having a single texture decreases memory requirements significantly, and some people find it easier because you can unwrap the texture in the modelling stage and not have to worry about applying the texture in oxygen.

But, yeah, you can have as many textures are you like, and you can have them whatever quality level you like. In general, anything that works in OFP will work in ArmA. smile.gif

Posted by: SaS TrooP Mar 26 2008, 18:26

But how to make a one big texture?

Posted by: JdB Mar 26 2008, 18:50

QUOTE(D@V£ @ Mar 26 2008, 18:06) *
Well, having a single texture decreases memory requirements significantly, and some people find it easier because you can unwrap the texture in the modelling stage and not have to worry about applying the texture in oxygen.

But, yeah, you can have as many textures are you like, and you can have them whatever quality level you like. In general, anything that works in OFP will work in ArmA. smile.gif


Not really, ArmA has models/maps divided into sections. There is one section for each texturefile. The more sections there are, the more it will affect performance. Having anything over 3 - 4 is generally not a good thing.

Posted by: Helping Hand Mar 26 2008, 19:15

QUOTE(SaS TrooP @ Mar 26 2008, 17:26) *
But how to make a one big texture?


Unwrap the model to get a mapping of it then you should know where everything is.

Try http://www.unwrap3d.com/.

Posted by: Eddie Apr 6 2008, 03:57

I am making a aircaft roundel in Photoshop...... How do i make the background dissapear when i compress it andconvert it to a PAA. i make the background transparent in photoshop but it makes it white in TexView

Posted by: d@nte Apr 6 2008, 06:07

in fact you must create an alpha channel.

select the selection which must stay visible, go, to add a new channel, then select the white colour (the background must be black), and fill the selection with the white colour, go back in the layer window, (click on the layer where is your selection-optional, but i make that to be sure). alpha channel done
happy.gif

i learnt by myself so, this is no the better solution. stupid.gif

Posted by: Messiah Apr 7 2008, 21:07

QUOTE(Eddie @ Mar 24 2008, 02:21) *
I am using the below script to make ky missile textures dissapear on launch. How would i make them reappear when the launchers magazine is reloaded?
CODE
_M970 = _this select 0
_weapon = _this select 1

_weaponfired="checkM970"

?_weapon = _weaponfired :goto "check_weapon_status"
#check_Weapon_status
?_M970 ammo _weapon == 1 :goto "fireone"
?_M970 ammo _weapon == 0 :goto "firetwo"
exit
#fireone
_M970 setobjectTexture [1,""]
exit

#firetwo
_M970 setobjectTexture [0,""]
exit


Well, if you know the time it takes to reload the weapon, then just set a delay in the script for the same amount of time, then make the textures appear again.

Posted by: Retro19 Apr 8 2008, 21:01

How do i edit a binarized model because i deleated all my p3d's a week ago and now all i have is my pbo file and i wanna edit my units but i cant because i binarized them..

Posted by: Rellikki Apr 9 2008, 12:19

QUOTE(Retro19 @ Apr 8 2008, 23:01) *
How do i edit a binarized model because i deleated all my p3d's a week ago and now all i have is my pbo file and i wanna edit my units but i cant because i binarized them..


You can't.

Posted by: d@nte Apr 9 2008, 21:34

odol explorer doesn't work with the new p3d?

Posted by: Linker Split Apr 9 2008, 22:48

QUOTE(d@nte @ Apr 9 2008, 22:34) *
odol explorer doesn't work with the new p3d?

of course not m8... that's a shame... but... BIS released all the models in MLOD format

Posted by: Mateck Apr 11 2008, 01:33

Hi, I'm working on a new M1A1 Abrams (My first addon) and I'm having problems with lights textures and clan logo texture.



I'm using BIS sample models and I didn't change anything in lights models or lights textures. I've created model.cfg based on a BIS model.cfg. I've added "L svetlo" and "P svetlo" to the sections so they need to be turned on to show up, but they still appears black. Also there are some problems with transparency on clan logo in multiplayer.

I will be very grateful for any suggestions.

Posted by: Linker Split Apr 11 2008, 23:02

hmm, did you check if the quad you use for the lights got the proper RVMAT?

Posted by: Mateck Apr 11 2008, 23:30

It uses default_flash_2pass.rvmat from Ca.pbo so I'm guessing it is proper RVMAT.

Posted by: Linker Split Apr 12 2008, 08:15

QUOTE(Mateck @ Apr 12 2008, 00:30) *
It uses default_flash_2pass.rvmat from Ca.pbo so I'm guessing it is proper RVMAT.


then it seems to me it's a binarizing problem.
Once you've created the model.cfg, have you binarized the model with that model.cfg?

Posted by: Mateck Apr 12 2008, 10:09

Yes, I have binarized the model with model.cfg.

That model.cfg is based on original m1_abrams model.cfg but maybe I did something wrong. http://www.sendspace.com/file/quyriy is my model.cfg if You want to check it out. I will be very grateful.

Posted by: Linker Split Apr 12 2008, 10:16

QUOTE(Mateck @ Apr 12 2008, 11:09) *
Yes, I have binarized the model with model.cfg.

That model.cfg is based on original m1_abrams model.cfg but maybe I did something wrong. http://www.sendspace.com/file/quyriy is my model.cfg if You want to check it out. I will be very grateful.

is your model named ch_m1abrams.p3d?
Or ch_m1abrams2.p3d

Posted by: Mateck Apr 12 2008, 10:41

I'm using 2 models for 2 different versions of M1A1. First is named ch_m1abrams.p3d and second is named ch_m1abrams2.p3d. Both have the same issue.

Posted by: Linker Split Apr 12 2008, 11:11

QUOTE(Mateck @ Apr 12 2008, 11:41) *
I'm using 2 models for 2 different versions of M1A1. First is named ch_m1abrams.p3d and second is named ch_m1abrams2.p3d. Both have the same issue.


looking at your model.cfg, it seems that when you wrote the cfgModels you added the P svetlo and L svetlo section to the cfgModels class. Try remove them, don't use, cause the tankbase class has these sections hardcoded.
Just be sure that the memory points are at their places and name of sections are the same used by the BI abram

Posted by: Mateck Apr 12 2008, 12:01

Problem is that when I don't add L svetlo, P svetlo and zasleh, this sections will be visible every time. Even if the lights are turned off or mg is not firing.

But finally it's started to work properly smile.gif
I have just reinstalled Oxygen, added all needed data, like extracted tracked.pbo, to P:\CA directory and it works thumbsup.gif



Sorry for making any troubles and thank You for interesting in my problem.

Posted by: Eddie Apr 15 2008, 21:44

QUOTE(Helping Hand @ Mar 26 2008, 19:15) *
Unwrap the model to get a mapping of it then you should know where everything is.

Try http://www.unwrap3d.com/.



I looked but does this have a p3d plugin or do you need to convert it to something else?

Posted by: Linker Split Apr 16 2008, 00:43

QUOTE(Eddie @ Apr 15 2008, 22:44) *
I looked but does this have a p3d plugin or do you need to convert it to something else?

always use the 3DS extension, to easily import and export models wink.gif

Posted by: Eddie Apr 16 2008, 21:09

Does O2 import 3dS?

if not what is the conversion process?

Posted by: Rellikki Apr 16 2008, 21:21

QUOTE(Eddie @ Apr 16 2008, 23:09) *
Does O2 import 3dS?

if not what is the conversion process?


It does. From the top bar, go to File -> Import and there you'll find it. smile.gif

Posted by: Eddie Apr 16 2008, 21:30

QUOTE(Rellikki @ Apr 16 2008, 21:21) *
It does. From the top bar, go to File -> Import and there you'll find it. smile.gif



oops my mistake does it impoer p3d...... and if not whats the process

Posted by: Linker Split Apr 16 2008, 22:22

QUOTE(Eddie @ Apr 16 2008, 22:30) *
oops my mistake does it impoer p3d...... and if not whats the process

Lol O2 is used to create p3d models...


Posted by: Eddie Apr 16 2008, 22:30

WOW did i type that wrong or what!!!

i know O2 is for p3d lol

i want to know how to import a p3d into the unwrap program thats in the link posted abve.

LMAO sorry for the confusion

Posted by: Linker Split Apr 16 2008, 22:32

QUOTE(Eddie @ Apr 16 2008, 23:30) *
i know but i want to know how to import a p3d into the unwrap program

You should export the P3D model into 3DS format, then import into the unwrap program...

Posted by: berbinator Apr 20 2008, 22:25

Ok so here is the coding for my Ferdinand/Elefant addon. It doesn't give any error messages but when I go into the editor it doesn't appear anywhere? what is wrong? If there is a problem but no error message will it not appear in the editor? Also please comment if you see anything wrong with any of the scripts.. kk thanks

this is the Config.cpp

CODE
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

class CfgPatches
{
class Elefant
{
units[] = {Elefant};
requiredVersion = 1.0;
VehicleClass = Armored;
};
};


#include <cfgmagazine.h>
#include <cfgWeapons.h>
#include <cfgAmmo.h>
#include <CfgSkeletons.h>

class CfgVehicles {
class Land; // External class reference};

class LandVehicle : Land {
class NewTurret; // External class reference
class ViewOptics; // External class reference
};

class Tank : LandVehicle {

weapons[] = {};
magazines[] = {};

class Turrets {
class MainTurret : NewTurret {


class Turrets {
class CommanderOptics : NewTurret {

};
};
};
};

class ViewOptics : ViewOptics {

};
};


class Elefant : Tank {

displayName = "Elefant";
model = Elefant\Eefant.p3d;
selectionLeftOffset = "pasanimL";
selectionRightOffset = "pasanimP";
scope= 2;
side = 2;
crew = "SoldierGCrew";
typicalCargo[] = {"SoldierGCrew", "SoldierGCrew", "SoldierGCrew", "SoldierGCrew"};
accuracy = 0.7;
picture = "\Elefant\data\pic_m60.paa"
Icon = "\Elefant\data\M60_ico.paa";
mapSize= 11;
armor= 750;
maxSpeed= 36;
forceHideGunner = 0;
hiddenSelections[] = {"n1, n2, n3"};
transportSoldier = false;
class TransportMagazines {};
transportAmmo = 0;
supplyRadius = 1.7;
canFloat = 0;
threat[] = {0.8, 0.7, 0.2};
cost = 3000000;


class Exhausts {
class Exhaust1 {
position = "vyfuk start";
direction = "vyfuk konec";
effect = "ExhaustsEffectBig";
};
};




soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1};
soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1};
soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A2_track_v2", 5.01187, 1};
soundEngine[] = {"\ca\Tracked\Data\Sound\Brdm_engine_3", 7.94328, 0.9};
insideSoundCoef = 0.2;
driverAction = "Abrams_DriverOut";
driverInAction = "Abrams_Driver";
animationSourceHatch = "hatchDriver";
memoryPointTrack1L = "Stopa ll";
memoryPointTrack1R = "Stopa lr";
memoryPointTrack2L = "Stopa rl";
memoryPointTrack2R = "Stopa rr";
driverForceOptics = 0;
forceHideCommander = 0;
memoryPointDriverOutOptics = "driver_outview";

class Damage {
tex[] = {};
mat[] = {};
};



class Turrets : Turrets {
class MainTurret : MainTurret {
gunnerAction = "Abrams_Gunner";
gunnerInAction = "Abrams_Gunner";
animationSourceHatch = "hatchGunner";
weapons[] = {"88mm_Pak_43", "mg34"};
body = "otocvez";
gun = "otochlaven";
hasGunner = 1;
soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.00316228, 1.0};
magazines[] = {"30_SABOT", "20_HE", , "1200Rnd_762x51_mg34"};
forceHideGunner = 0;
GunnerForceOptics = 0;
gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
minElev = -9;
maxElev = 20;
initElev = 0;

class ViewOptics {
initAngleX = 0;
minAngleX = -20;
maxAngleX = 20;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.166;
minFov = 0.025;
maxFov = 0.333;
};

class Turrets : Turrets {
class CommanderOptics : CommanderOptics {
gunBeg = "gun_muzzle";
gunEnd = "gun_chamber";
body = "otocvelitele";
gun = "otochlavenvelitele";
GunnerForceOptics = 0;
minElev = -25;
maxElev = 60;
initElev = 0;
minTurn = -40;
maxTurn = 40;
initTurn = 0;
weapons[] = {"mg34"};
magazines[] = {"1200Rnd_762x51_mg34", "1200Rnd_762x51_mg34"};
outGunnerMayFire = 1;
inGunnerMayFire = 1;
};
};
};
};

};



this is the CfgSkeletons.h
CODE
class CfgSkeletons
{
class Tank; //Define base class.
class ElefantBones: Tank
{
isDiscrete=1;
skeletonInherit = ""; //Inherit all bones from class Car.
skeletonBones[]=
{
"levy predni","",
"levy dalsi","",
"levy prostredni","",
"levy zadni","",
"pravy predni","",
"pravy dalsi","",
"pravy prostredni","",
"pravy zadni","",
"damageHide","",

"OtocVez","",
"OtocHlaven","OtocVez",

"otocvelitele","OtocVez",
"otochlavenvelitele", "otocvelitele",
"damageVez","OtocVez",


"Poklop_Gunner","OtocVez",
"Poklop_Commander","otocvelitele",
"poklop_Driver","",

"kolol1","",
"kolol2","",
"kolol3","",
"kolol4","",
"kolol5","",
"kolol6","",
"koll1","",
"koll2","",
"kolop1","",
"kolop2","",
"kolop3","",
"kolop4","",
"kolop5","",
"kolop6","",
"kolp1","",
"kolp2",""

};
};
};
class CfgModels
{
class Tank; //Declare base class.
class Elefant: TANK
{
sectionsInherit = "";
sections[] ={"zasleh","pas_P","koll1","koll2","kolp1","kolp2","koloL1","koloL2","koloL3","koloL4","koloL5","koloL6","kolP1","koloP1","koloP2","koloP3","koloP4","koloP5","koloP6","pravy zadni","pasanimL","pasanimP","levy zadni","L svetlo", "P svetlo", "HatchCommander","HatchGunner", "HatchDriver", "damageHide", "damageVez" };
skeletonName = "ElefantBones";
class Animations
{
class OtocVez
{
type = "rotationY";
source = "mainTurret";
selection = "OtocVez";
axis = "OsaVeze";
memory = true;
sourceAddress = "loop";
minValue = rad -360;
maxValue = rad +360;
angle0 = rad -360;
angle1 = "rad 360";
};


class otochlaven
{
type = "rotationX";
source = "mainGun";
selection = "OtocHlaven";
axis = "OsaHlavne";
memory = true;
sourceAddress = "clamp";
minValue = "rad -8.5";
maxValue = "rad 50";
angle0 = "rad -8.5";
angle1 = "rad 50";
};

class otocvelitele
{
type = "rotationY";
source = "obsTurret";
selection = "otocvelitele";
axis = "osavelitele";
memory = true;
sourceAddress = "loop";
minValue = rad -360;
maxValue = rad +360;
angle0 = rad -360;
angle1 = "rad 360";
};


class otochlavenvelitele
{
type = "rotationX";
source = "obsGun";
selection = "otochlavenvelitele";
axis = "osahlavnevelitele";
memory = true;
sourceAddress = "clamp";
minValue = "rad -8.5";
maxValue = "rad 50";
angle0 = "rad -8.5";
angle1 = "rad 50";
};

class HatchGunner
{
type = "rotationX";
source = "HatchGunner";
selection="poklop_gunner";
axis="osa_poklop_gunner";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1= rad 0;
};

class HatchDriver
{
type = "rotationY";
source = "HatchDriver";
selection="poklop_driver";
axis="osa_poklop_driver";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1= rad -107;
};
class HatchCommander
{
type = "rotationX";
source = "HatchCommander";
selection="poklop_commander";
axis="osa_poklop_commander";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1= rad 120;
};


class damageHide
{
type="hide";
source="damage";
selection="damageHide";
};


class damageVez
{
type="hide";
source="damage";
selection="damageVez";
};



class ElefantMkoloL1
{
type = "rotationX";
source = "wheelL";
selection = "kolol1";
axis = "";
memory = true;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};
class ElefantMkoloL2 :ElefantMkoloL1
{
selection = "kolol2";
};
class ElefantMkoloL3 :ElefantMkoloL1
{
selection = "kolol3";
};
class ElefantMkoloL4 :ELefantMkoloL1
{
selection = "kolol4";
};
class ElefantMkoloL5 :ElefantMkoloL1
{
selection = "kolol5";
};
class ElefantMkoloL6 :ElefantMkoloL1
{
selection = "kolol6";
};

class ElefantMkoll1 :ElefantMkoloL1
{
selection = "koll1";
};
class ElefantMkoll2 :ElefantMkoloL1
{
selection = "koll2";
};

class ELefantMkolop1
{
type = "rotationX";
source = "wheelr";
selection = "kolop1";
axis = "";
memory = true;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};
class ElefantMkolop2 :ElefantMkolop1
{
selection = "kolop2";
};
class ElefantMkolop3 :ElefantMkolop1
{
selection = "kolop3";
};
class ElefantMkolop4 :ElefantMkolop1
{
selection = "kolop4";
};
class ElefantMkolop5 :ElefantMkolop1
{
selection = "kolop5";
};
class ElefantMkolop6 :ElefantMkolop1
{
selection = "kolop6";
};

class ElefantMkolp1 :ElefantMkolop1
{
selection = "kolp1";
};
class ElefantMkolp2 :ElefantMkolop1
{
selection = "kolp2";
};


class ElefantMDrivingWheel
{
type = "rotationZ";
source = "drivingWheel";
selection = "volant";
axis = "osavolantkon";
memory = true;
sourceAddress = "mirror";
minValue = -1;
maxValue = 1;
angle0 = "rad -35";
angle1 = "rad 35";
};
};
};
};

Posted by: D@V£ Apr 20 2008, 22:34

I had a quick look, and it looks to me like you haven't define where for it to appear.

Add these lines before cfgvehicles:

CODE
class CfgVehicleClasses
{
    class berbinatorclass
    {
        displayName = "Berbinator's super dooper addons";
    };
};


and then add this line to your vehicles config.
CODE
    vehicleClass="berbinatorclass";


That *should* work.

Posted by: Rellikki Apr 21 2008, 00:08

Nope. By default they would appear under the BIS 'Armored' categories, so if it doesn't work, D@V£'s idea wouldn't work either...

Posted by: berbinator Apr 21 2008, 15:08

QUOTE(Rellikki @ Apr 20 2008, 19:08) *
Nope. By default they would appear under the BIS 'Armored' categories, so if it doesn't work, D@V£'s idea wouldn't work either...

....... weapons_owned.gif so any suggestion __yuk.gif maybe linker split have a suggestion?

Posted by: Linker Split Apr 21 2008, 23:29

QUOTE(berbinator @ Apr 21 2008, 16:08) *
....... weapons_owned.gif so any suggestion __yuk.gif maybe linker split have a suggestion?

Lol who you think am I? tongue.gif

Anyway, checked your config.cpp without the #include syntax lines, it worked.
So probably it's a problem of opened/non closed brackets in the headers files (cfgSkeletons.h, cfgAmmo.h, cfgWeapons.h, cfgmagazine.h)

Posted by: berbinator Apr 22 2008, 02:12

Awesome Linker it appears in the editor worship.gif worship.gif worship.gif worship.gif ......however whenever I try to open it it gives me the error in the editor

no entry 'bin\config.bin/CfgWeapons.MG34'.

here's the config.cpp

CODE
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

class CfgPatches
{
class Elefant
{
units[] = {Elefant};
requiredVersion = 1.0;
VehicleClass = Armored;
};
};



class CfgVehicles {
class Land; // External class

reference};

class LandVehicle : Land {
class NewTurret; //

External class reference
class ViewOptics; //

External class reference
};

class Tank : LandVehicle {

weapons[] = {};
magazines[] = {};

class Turrets {
class MainTurret :

NewTurret {


class

Turrets {


class CommanderOptics : NewTurret {

};
};
};
};

class ViewOptics :

ViewOptics {

};
};


class Elefant : Tank {

displayName = "Elefant";
model =

Elefant\elefant.p3d;
selectionLeftOffset =

"pasanimL";
selectionRightOffset =

"pasanimP";
scope= 2;
side = 2;
crew = "SoldierGCrew";
typicalCargo[] =

{"SoldierGCrew", "SoldierGCrew",

"SoldierGCrew", "SoldierGCrew"};
accuracy = 0.7;
picture =

"\Elefant\data\pic_m60.paa"
Icon =

"\Elefant\data\M60_ico.paa";
mapSize= 11;
armor= 750;
maxSpeed= 36;
forceHideGunner = 0;
hiddenSelections[] = {"n1,

n2, n3"};
transportSoldier = false;
class TransportMagazines

{};
transportAmmo = 0;
supplyRadius = 1.7;
canFloat = 0;
threat[] = {0.8, 0.7,

0.2};
cost = 3000000;


class Exhausts {
class Exhaust1 {
position =

"vyfuk start";
direction

= "vyfuk konec";
effect =

"ExhaustsEffectBig";
};
};




soundGetIn[] =

{"\ca\Tracked\Data\Sound\metal_door2",

0.01, 1};
soundGetOut[] =

{"\ca\Tracked\Data\Sound\metal_door2",

0.00316228, 1};
soundEnviron[] =

{"\ca\Tracked\Data\Sound\M1A2_track_v2",

5.01187, 1};
soundEngine[] =

{"\ca\Tracked\Data\Sound\Brdm_engine_3",

7.94328, 0.9};
insideSoundCoef = 0.2;
driverAction =

"Abrams_DriverOut";
driverInAction =

"Abrams_Driver";
animationSourceHatch =

"hatchDriver";
memoryPointTrack1L =

"Stopa ll";
memoryPointTrack1R =

"Stopa lr";
memoryPointTrack2L =

"Stopa rl";
memoryPointTrack2R =

"Stopa rr";
driverForceOptics = 0;
forceHideCommander = 0;
memoryPointDriverOutOptics

= "driver_outview";

class Damage {
tex[] = {};
mat[] = {};
};



class Turrets : Turrets {
class MainTurret :

MainTurret {


gunnerAction = "Abrams_Gunner";


gunnerInAction = "Abrams_Gunner";


animationSourceHatch = "hatchGunner";
weapons[]

= {"88mm_Pak_432_L71"};
body =

"otocvez";
gun =

"otochlaven";
hasGunner

= 1;


soundServo[] =

{"\ca\Weapons\Data\Sound\gun_elevate",

0.00316228, 1.0};


magazines[] = {"30_SABOT", "20_HE"};


forceHideGunner = 0;


GunnerForceOptics = 0;


gunnerOpticsModel =

"\ca\Tracked\optika_tank_gunner";
minElev =

-9;
maxElev =

20;
initElev =

0;

class

ViewOptics {


initAngleX = 0;


minAngleX = -20;


maxAngleX = 20;


initAngleY = 0;


minAngleY = -100;


maxAngleY = 100;


initFov = 0.166;


minFov = 0.025;


maxFov = 0.333;
};

class

Turrets : Turrets {


class CommanderOptics : CommanderOptics {


gunBeg = "mgmuzzle";


gunEnd = "mgbarrel";


body = "mgturret";


gun = "otochlavenvelitele";


GunnerForceOptics = 0;


minElev = -25;


maxElev = 60;


initElev = 0;


minTurn = -40;


maxTurn = 40;


initTurn = 0;


weapons[] = {"MG34"};


magazines[] = {"1200Rnd_762x51_mg34",

"1200Rnd_762x51_mg34"};


outGunnerMayFire = 1;


inGunnerMayFire = 1;
};
};
};
};

};

Posted by: Rellikki Apr 22 2008, 09:28

Sounds (and seems) like you haven't defined that weapon anywhere in the config. Or maybe you have in another addon, but then you must have mispelled the classname.

Posted by: berbinator Apr 22 2008, 16:56

QUOTE(Rellikki @ Apr 22 2008, 04:28) *
Sounds (and seems) like you haven't defined that weapon anywhere in the config. Or maybe you have in another addon, but then you must have mispelled the classname.


Hmm.... well I did mention the name in the config.cpp but the weapon is defined in the CfgWeapon.h file here

CODE
class cfgWeapons
{

class CannonCore; // External class reference

class 88mm_Pak_432_L71: CannonCore
{
scope = 1;
displayName = "88mm Pak 43/2";


{"\ca\Weapons\Data\Sound\gun120", 316.228, 1};
reloadSound[] = {"\ca\Weapons\Data\Sound\gun120reload", 1.0, 1};
magazines[] = {"30_SABOT", "20_HE"};
minRange = 1;
minRangeProbab = 0.1;
midRange = 1000;
midRangeProbab = 1;
maxRange = 2000;
maxRangeProbab = 0.1;
reloadTime = 3;
magazineReloadTime = 5;
maxLeadSpeed = 100;


};
class MG34: CannonCore
{
scope = public;
displayName = "MG 34";

sound[] = {"\Elefant\Data\MG43.wav", 316.228, 1};
cursor = \ca\Weapons\Data\w_weapon_mg;
cursorAim = \ca\Weapons\Data\w_weapon_mg;
showAimCursorInternal = true;
magazines[]={1200Rnd_762x51_mg34};

minRange = 1;
minRangeProb = 0.1; midRange = 1000;
midRangeProbab = 1;
maxRange = 2000;
maxRangeProbab = 0.1;
reloadTime = .09;
magazineReloadTime = 5;
maxLeadSpeed = 100;

};
}


and here is CfgMagazines.h

CODE
class CfgMagazines {
class Default; // External class reference

class CA_Magazine : Default {

};

class VehicleMagazine : CA_Magazine {

};

class 30_SABOT : VehicleMagazine {
scope = public;
displayName = "88mm SPGR";
ammo = "88mm_SPGR";
count = 30;
initSpeed = 1650;
};

class 20_HE : VehicleMagazine {
scope = public;
displayName = "88mm HE";
ammo = "88mm_HE";
count = 20;
initSpeed = 1650;

};

class 1200Rnd_762x51_mg34 : VehicleMagazine {
scope = public;
displayName = "mg 34";
count = 1200;
initSpeed = 1560;

};


and here is cfgAmmo.h

CODE
class CfgAmmo
{

class ShellCore; // External class reference
class ShellBase : ShellCore {};

class 88mm_SPGR : ShellBase
{
hit = 2000;
indirectHit = 0;
indirectHitRange = 0;
typicalSpeed = 1700;
cost = 1000;
deflecting = 15;
model = "\ca\Weapons\shell";
};
class 88mm_HE : ShellBase
{
hit = 300;
indirectHit = 30;
indirectHitRange = 8;
typicalspeed = 1300;
explosive = 0.8;
cost = 300;
model = "\ca\Weapons\shell";
};
class 762x51_mg34 : ShellBase
{
hit = 20;
indirectHit = 0;
indirectHitRange = 0:
typicalSpeed = 1700;
cost = 50;
defelcting = 30;
model = "\ca\Weapons\shell";
};

};


Now the Mg is in a seperate mount on the Glacis plate kinda like a ball mount. So I don't know if defining it as a "cannoncore" makes a difference?

Also If I had too few or too many brackets in either of these or the config would it not read it and include it?

Posted by: SaS TrooP Apr 24 2008, 18:30

Hmm, I am trying to make my own FN FAL, and I am looking soetimes on Skaven's one. You know maybe how he create upper part of barrel? I mean this wooden one? What technic he used?

Posted by: berbinator Apr 26 2008, 05:14

OK peeps this is driving me up the friggin wall __furious.gif __furious.gif __furious.gif No matter WHAT I do I still keep getting this gay "no bin blah blah blah blah cfgweapons. mg34 (if this is vague just refer to my previous post) WHAT am I overlooking?? Malajn.gif I've looked at the BI forums site and the others and have come up empty. PLZ linkersplit save the day like last time drunk.gif !!

wait....i just reread Linker's last post....I actually need the #include statements to include the weapons skeleton and other cfg.h files??? you said it is a problem of open nonclosed brackets, I still need the abovementioned #include statements you said it worked without? I am stumped people sorry for acting stupid.gif but it's late I'm frustrated and just finished a 8 page paper with annotated bibliography too tongue.gif

Posted by: Linker Split Apr 26 2008, 07:57

Of course you have to #include the files in the main config.cpp...

Once included, I would define the MG34 more like a MGun than cannonCore.
Also, to avoid some conflics with other addons, i suggest you to change the class MG34 to something more personal like BNTR_MG34:

CODE
class cfgWeapons
{
      class Default;
      class MGunCore;
      class CannonCore;
      class MGun: MGunCore
      {
           type = 65536;
           cursor = "\ca\Weapons\Data\w_weapon_mg";
           cursoraim = "\ca\Weapons\Data\w_weapon_mg";
           displayName = "$STR_DN_MGUN";
           nameSound = "mgun";
           reloadTime = 0.25;
           autoFire = 1;
           reloadAction = "ManActReloadMagazine";
           sound[] = {"\ca\Weapons\Data\Sound\M60_SS",1,1};
           soundContinuous = 0;
           reloadSound[] = {"",1,1};
           initSpeed = 900;
           flash = "gunfire";
           flashSize = 0.5;
           optics = 0;
      };
      class MG34: CannonCore
      {
           scope = public;
           displayName = "MG 34";
           sound[] = {"\Elefant\Data\MG43.wav", 316.228, 1};
           cursor = \ca\Weapons\Data\w_weapon_mg;
           cursorAim = \ca\Weapons\Data\w_weapon_mg;
           showAimCursorInternal = true;
           magazines[]={1200Rnd_762x51_mg34};
           minRange = 1;
           minRangeProb = 0.1; midRange = 1000;
           midRangeProbab = 1;
           maxRange = 2000;
           maxRangeProbab = 0.1;
           reloadTime = .09;
           magazineReloadTime = 5;
           maxLeadSpeed = 100;
      };
};

Posted by: berbinator Apr 26 2008, 13:39

one word.....DUHHHHHHHHHHHHHHHHHHHHHHH stupid.gif I reread your post and started getting real suspicious, especially when I included it that it started giving me new error codes and I fixed those...when I didn't have the include they went away tiredsmiley.gif So how would I put in the inlcude lines? but thnx for the help linker you are the man. worship.gif worship.gif worship.gif worship.gif worship.gif worship.gif

Posted by: Linker Split Apr 26 2008, 13:57

after cfgPatches class, add:

#include "CfgSkeletons.h"
#include "cfgAmmo.h"
#include "cfgWeapons.h"
#include "cfgmagazine.h"

this is the order, since the ammo come before the weapons, and the magazines after the weapons wink.gif

Posted by: berbinator Apr 26 2008, 16:09

QUOTE(Linker Split @ Apr 26 2008, 08:57) *
after cfgPatches class, add:

#include "CfgSkeletons.h"
#include "cfgAmmo.h"
#include "cfgWeapons.h"
#include "cfgmagazine.h"

this is the order, since the ammo come before the weapons, and the magazines after the weapons wink.gif


Junk.....would there be a problem if I'm using vers 1.8?? Cause when I put in the "include" part it disappears again wacko.gif do I need to do anything special like brackets or stuff??

Posted by: Linker Split Apr 26 2008, 16:13

check the cfgmagazines.h: you missed the last };

Posted by: berbinator Apr 26 2008, 17:26

QUOTE(Linker Split @ Apr 26 2008, 11:13) *
check the cfgmagazines.h: you missed the last };


I know your probably tired of hearing from me yammer.gif buuut I have come upon some new problems.
#1 Guueesss what? still coming up with no bin blah blah blah MG34... __furious.gif

#2 It actually loads if in the editor if I select it as being inside of it, but if I try to get out or try to place it in the editor separately it crashes

#3 it says cannot read elefant.p3d or something like that.....

those are the main issues the rest can wait till these are sorted out

Posted by: Linker Split Apr 27 2008, 00:04

QUOTE(berbinator @ Apr 26 2008, 18:26) *
I know your probably tired of hearing from me yammer.gif buuut I have come upon some new problems.
#1 Guueesss what? still coming up with no bin blah blah blah MG34... __furious.gif

#2 It actually loads if in the editor if I select it as being inside of it, but if I try to get out or try to place it in the editor separately it crashes

#3 it says cannot read elefant.p3d or something like that.....

those are the main issues the rest can wait till these are sorted out


Send me the addon, I'll see how much you mess with it boppin2.gif

Posted by: berbinator May 2 2008, 15:01

Ok just a few questions on some issues.

1. For my Elefant, when I place it in game with my player inside it it works fine, but when I try to put it in without my player in it or empty or try to get out of it I get a CTD? Is this due to an error I recieve about "unable to read texture paa material" (something like that)

2. The hull MG refuses to operate, the turret won't turn and the mg wont pivot.

CODE
class mgturret
{
type = "rotationY";
source = "mgturret";
selection = "mgturret";
axis = "mgturretaxis";
memory = true;
sourceAddress = "clamp";
minValue = rad -40;
maxValue = rad +40;
angle0 = rad -40;
angle1 = "rad 40";
};
class mgbarrel
{
type = "rotationX";
source = "obsgun";
selection = "mgbarrel";
axis = "mgbarrelaxis";
memory = true;
sourceAddress = "clamp";
minValue = "rad -18.5";
maxValue = "rad 50";
angle0 = "rad -18.5";
angle1 = "rad 50";
};


that's the main issues I'm up against right now, will post more as these are dealt with.

Posted by: Linker Split May 3 2008, 17:04

I was on youtube, then i found this video ^^

http://www.youtube.com/watch?v=dj0DbNKlxdc

Do you like it? biggrin.gif

Posted by: SaS TrooP May 4 2008, 23:30

Stupid question: Which program converts PAA or PAC to BMP or JPG or other better to modify formats?

Posted by: YacieK May 5 2008, 06:58

2 SaS TrooP

QUOTE
Stupid question
So - it silly question tongue.gif You have yet TextView2 on the BIS Tool`s.
Naprawdę taki tłuczek jesteś?

Posted by: D@V£ May 5 2008, 14:43

Texview2 can save paa and pac as tgas. Just change the format to "all files" and then put ".tga" at the end of the filename wink.gif

Posted by: SaS TrooP May 5 2008, 16:00

Dziekibardzo...

I want to convert .paa format BACK to .bmp or .jpg. TexView cant do it. I tried, or missed some easy small stupid part.

EDIT: problem occurred. As always stupid mistake. Sorry for making a mess!

Posted by: D@V£ May 5 2008, 16:17

You can convert to tga, which can in turn be converted to a jpg or bmp. I don't think you can directly convert (unless you've got that fancy photoshop gimmick). If you need something to convert tga to jpg try Paint.net (get it here: http://www.getpaint.net/ ).

Posted by: SaS TrooP May 5 2008, 20:02

Yeah, I know, I found it just afew seconds afer this post. Silly me happy.gif

Posted by: SaS TrooP May 6 2008, 14:48

Does someone know GOOD weapon tutorial for 3DS Max? Most of them are not talking about special tricks, only to create simple model with simple primitives...

Posted by: YacieK May 6 2008, 14:52

Google your friend naughty.gif

Posted by: SaS TrooP May 6 2008, 15:59

Googles get silenced after a week of searching on nearly all sites about moddeling/game mogddeling/3DS MAX

Posted by: JdB May 6 2008, 16:21

QUOTE(SaS TrooP @ May 6 2008, 15:48) *
Does someone know GOOD weapon tutorial for 3DS Max? Most of them are not talking about special tricks, only to create simple model with simple primitives...


That's because tutorials focus on not making it any more complicated than it needs to be. You don't need complicated functions when polygon modeling really is about creating a model with simple primitives and adapting these.

Posted by: SaS TrooP May 6 2008, 16:42

Yeah, but I still have some small things to fix in my head with beginning use of 3DS MAX.

OMG, my biggest-life-problem : How to create (like in Oxygen) a SINGLE point and then how to conncet this points by a face. If somebody will just answer me that, rest will be a peace of cace (of course weapon creation, not MAX)

Posted by: JdB May 6 2008, 16:51

QUOTE(SaS TrooP @ May 6 2008, 17:42) *
OMG, my biggest-life-problem : How to create (like in Oxygen) a SINGLE point and then how to conncet this points by a face. If somebody will just answer me that, rest will be a peace of cace (of course weapon creation, not MAX)


3DS doesn't work like that. You take standard primitives and mold them into shape. It is possible to create single points and work from there, but it's not recommended (or practical) for game modding, being an entirely different kind of modeling . All the tutorials work pretty much the same way because it's simply the easiest method. The Standard Primitives really are pretty much all you'll ever need.

Posted by: SaS TrooP May 6 2008, 18:21

But I havent got a good perception for modyfing primitives. Isnt there really any other method? Learn to this will take me ages!

Posted by: Helping Hand May 6 2008, 21:32

If my understanding is correct, a primitive is what it says it is a box or a sphere or a cylinder not a single vertex smile.gif

Posted by: JdB May 6 2008, 21:47

QUOTE(Helping Hand @ May 6 2008, 22:32) *
If my understanding is correct, a primitive is what it says it is a box or a sphere or a cylinder not a single vertex smile.gif


The primitives in 3DS MAX (8) are:

Box
Sphere
Cylinder
Torus (donut shape)
Teapot (was a school project for one of the developers)
Cone
GeoSphere (similar to the Sphere, but easier to map due to a different build-up of polygons)
Tube
Pyramid
Plane

Posted by: YacieK May 7 2008, 06:41

SaS TrooP

Results of searches tutorials in to Google:

question - Tutorial for 3ds max
answer - 1,920,000 pages to 0,26 seconds found.


Results it in polish language:
16,800 pages.to 0,18 secound found

Impression beguile that you are simply sluggish. wacko.gif

btw - Original 3dsmax includes basic tutorials - therefore, your question is surprised me blues.gif

Posted by: SaS TrooP May 7 2008, 14:37

I WAS searching this kind of things and found much great tutorials, in polish, too, but there is still no one about weapons.

I am just looking on about 20 pages tutorial e.g. "How to make a HD MP5A3" and ALL informations from basics to texturing/ Thats all. There is not much tuts like this. If I am asking just for something normal believe me - I can find it, thanx on lua.pl...

Posted by: Helping Hand May 7 2008, 14:46

http://www.moddb.com/tutorials/24143/creating-a-weapon-for-source and http://www.moddb.com/tutorials/23868/beretta-9000-video-tutorial.

Video tutorials for step by step weapon making. Less than 2 minutes in google. Also try http://www.tutorialized.com/.

Posted by: SaS TrooP May 7 2008, 15:48

OMG wne I get into this sites, a virus information activates.

Posted by: D@V£ May 7 2008, 18:25

QUOTE(SaS TrooP @ May 7 2008, 15:48) *
OMG wne I get into this sites, a virus information activates.


It's ModDB. Almost anyone here will be able to confirm that there are no virii there. You should probably switch to different Anti-Virus software if it's saying stuff like that (I know there are a few programs that delete safe files. Sometimes important files too! ohmy.gif ).

Posted by: SaS TrooP May 7 2008, 20:17

OK, now works. I have phobia about viruses, but I turned off Avast! and tried again. Nothing happened, so he just had to get stupid for a while. Hmmm., I had always problems with this site, cause I know it long, but now I am sure its just a anti-vir bug. Thanks guys, and thee is more interesting stuff!

Posted by: Helping Hand May 7 2008, 20:20

Avast isn't exactly the best choice but that's for the appropriate thread. Glad to see it works.

Posted by: d@nte May 10 2008, 19:59

QUOTE(JdB @ May 6 2008, 17:51) *
3DS doesn't work like that. You take standard primitives and mold them into shape. It is possible to create single points and work from there, but it's not recommended (or practical) for game modding, being an entirely different kind of modeling . All the tutorials work pretty much the same way because it's simply the easiest method. The Standard Primitives really are pretty much all you'll ever need.


he could also use splines or nurbs biggrin.gif lol.

Sastroop, follow the tips given by JDB, this is the best way to create something.

some tutorials:

http://psychokillax.tripod.com/html/weaponmodeling.html
http://www.3dtotal.com/team/tutorials/polgun/gunmodel.asp

a tut which use splines :

http://www.ghostrecon.net/html/mod-gun-models.htm

Posted by: berbinator May 15 2008, 05:06

Ok just a few questions on some issues.

1. For my Elefant, when I place it in game with my player inside it it works fine, but when I try to put it in without my player in it or empty or try to get out of it I get a CTD? Is this due to an error I recieve about "unable to read texture paa material" (something like that)

2. The hull MG refuses to operate, the turret will turn but the mg wont pivot.

CODE
class mgturret
{
type = "rotationY";
source = "mgturret";
selection = "mgturret";
axis = "mgturretaxis";
memory = true;
sourceAddress = "clamp";
minValue = rad -40;
maxValue = rad +40;
angle0 = rad -40;
angle1 = "rad 40";
};
class mgbarrel
{
type = "rotationX";
source = "obsgun";
selection = "mgbarrel";
axis = "mgbarrelaxis";
memory = true;
sourceAddress = "clamp";
minValue = "rad -18.5";
maxValue = "rad 50";
angle0 = "rad -18.5";
angle1 = "rad 50";
};


that's the main issues I'm up against right now, will post more as these are dealt with.


sorry to blatantly bump this issue but does anybody have any ideas here?

Posted by: Rellikki May 18 2008, 00:50

I've made some camo face paintings for my addon's infantry troops... Basicly I just duplicated a part of the head on the 3D model and applied a camo texture to it with alpha on the background, so you can still see the face itself behind it. It all works fine, but in game it intends to add some weird shadow on the face at certain angles (Areas circled with red):

http://img231.imageshack.us/my.php?image=shadowxa8.jpg

When the unit is facing the sun, that doesn't happen. As I said, it only happens at certain angles... I was wondering if there's a way to disable it casting that shadow?

Posted by: berbinator May 24 2008, 02:38

Ok just a few questions on some issues.

1. For my Elefant, when I place it in game with my player inside it it works fine, but when I try to put it in without my player in it or empty or try to get out of it I get a CTD? Is this due to an error I recieve about "unable to read texture paa material" (something like that)

2. The hull MG refuses to operate, the turret will turn but the mg wont pivot.

CODE
class mgturret
{
type = "rotationY";
source = "mgturret";
selection = "mgturret";
axis = "mgturretaxis";
memory = true;
sourceAddress = "clamp";
minValue = rad -40;
maxValue = rad +40;
angle0 = rad -40;
angle1 = "rad 40";
};
class mgbarrel
{
type = "rotationX";
source = "obsgun";
selection = "mgbarrel";
axis = "mgbarrelaxis";
memory = true;
sourceAddress = "clamp";
minValue = "rad -18.5";
maxValue = "rad 50";
angle0 = "rad -18.5";
angle1 = "rad 50";
};


that's the main issues I'm up against right now, will post more as these are dealt with.
sorry to blatantly bump this issue but does anybody have any ideas here?




I appeal to Linker Split (may his patience last forever).....SOS (Save Our Script) tongue.gif

Posted by: Sheildsy May 26 2008, 09:46

@Rellikki
You issues is being caused by RVMATs, is the original model your using have a helmet or something, becouse it appears that the shadow is being cast on the front of the face rather than at the back of the said head smile.gif

Posted by: Rellikki May 26 2008, 12:25

No, the original model didn't have a helmet or any headwear at all. I didn't have problems like this before until I added the camo face. I can't see what you mean with it being caused by RVMAT's, since I haven't even defined any RVMAT files for the camo model... unsure.gif

Posted by: Sheildsy May 27 2008, 04:09

hmms, iam stumped sad.gif

Posted by: Linker Split May 27 2008, 23:43

QUOTE(Rellikki @ May 26 2008, 13:25) *
No, the original model didn't have a helmet or any headwear at all. I didn't have problems like this before until I added the camo face. I can't see what you mean with it being caused by RVMAT's, since I haven't even defined any RVMAT files for the camo model... unsure.gif

Sometimes that error comes when you have a Specular map (or a Normal map) texture which got some parts that should not exist.

Can you post please the SMDI, NOHQ, and the other related textures?

Posted by: Rellikki May 28 2008, 07:42

QUOTE(Linker Split @ May 28 2008, 01:43) *
Sometimes that error comes when you have a Specular map (or a Normal map) texture which got some parts that should not exist.

Can you post please the SMDI, NOHQ, and the other related textures?


I know what you mean. I've had problems like that in the past, but no, the problem isn't that in this case. As I said, I haven't even defined any AS, NOHQ, SMDI or any other mappings to the camo texture. There's only the texture itself, no RVMAT's. The head itself is fine too because those shadows didn't appear until I duplicated a part of the head and applied the camo texture to it.

Posted by: D@V£ May 28 2008, 08:21

If it's any help to anyone, it looks like the bug is due to the shadow being drawn from the face onto the camouflage, but the solution for this is beyond my understanding unfortunately sad.gif

Posted by: Rellikki May 28 2008, 11:19

QUOTE(D@V£ @ May 28 2008, 10:21) *
If it's any help to anyone, it looks like the bug is due to the shadow being drawn from the face onto the camouflage, but the solution for this is beyond my understanding unfortunately sad.gif


Yes, that's what I mean. Didn't know how to explain it properly, glad someone did. I also hope this helps you guys to understand the problem and maybe to find a solution.

Posted by: Linker Split May 28 2008, 22:24

QUOTE(Rellikki @ May 28 2008, 12:19) *
Yes, that's what I mean. Didn't know how to explain it properly, glad someone did. I also hope this helps you guys to understand the problem and maybe to find a solution.

For a second, remove the SW LOD.
Then tell me what shadow properties in GEO LOD your model has got

#EDIT
If it's a problem of drawing, then there's no solution for it:
ArmA engine in this case doesn't know which triangles to render immediately, then you have this problem.
To avoid it, try to size up of 0.001 the came face head model

Posted by: berbinator Jun 4 2008, 02:59

hey all.... srry for the multi-posting there... I was stuck with some issues and getting frustrated... problem mostly solved. Now the main gun and mg are functional. thnx for the patience.

One question is how to control the view of different crew members....cause currently I start out with the view in the middle of the vehicle...time to get back and continue my research tiredsmiley.gif

Posted by: Fabiantronc Jun 19 2008, 05:40

Hola.

I'm following the BRSSEB Car tutorial.
Well, I'm in the part when you place the markers for the wheels.
My problem it's than the wheels don't turn when I turn the car.
I think the problem it's in the config.cpp, the vehicle it's based in the RACS Land Rover, and at this moment I drive it around Sahrani very well.
I've seen the LandRover "MLOD" of "BIS" and I wrote the majority of the Czech names and still don't turn my wheels.

What will be the part of the config.cpp when you define if the wheel's turn?

Chao, Saludos

Posted by: Linker Split Jun 19 2008, 23:11

QUOTE(Fabiantronc @ Jun 19 2008, 06:40) *
Hola.

I'm following the BRSSEB Car tutorial.
Well, I'm in the part when you place the markers for the wheels.
My problem it's than the wheels don't turn when I turn the car.
I think the problem it's in the config.cpp, the vehicle it's based in the RACS Land Rover, and at this moment I drive it around Sahrani very well.
I've seen the LandRover "MLOD" of "BIS" and I wrote the majority of the Czech names and still don't turn my wheels.

What will be the part of the config.cpp when you define if the wheel's turn?

Chao, Saludos

Hi

You have also to create a proper model.cfg with hich binarize the model.

Basically the model.cfg at the binarization stage is embedded with the p3d itself, and tells the engine the various parts and their relative movements

Posted by: Fabiantronc Jul 1 2008, 04:01

Thanks for the reply and sorry by no posting before.

here it's the model and the basic config.cpp, but I don't know how to get a model.cfg, everytime than I create one never work for me.

http://rapidshare.com/files/125741931/miprimerauto.7z.html

Thanks in advance.

Posted by: Mustang60348 Jul 24 2008, 23:06

Hopefully someone can help me.

I have an object (fuselage of a helo) I want to make the windows semi-transparent but when I do with an alpha channel texture, the windows are semi-tranparent BUT the rest of the fuselage are also a 'little' transparent. Anyone seen this.

The mask is completely black except for the areas for the windows, which are almost completely white. I have tested this texture in another game that uses alpha channels and it works fine.

Posted by: bdfy Jul 25 2008, 15:07

QUOTE
Anyone seen this.

i saw such bugs. seen with improper materials and/or textures with alpha used when it's not needed. difficult to say without actual model/screenie.
Try to separate alpha textures from opaque ones - it's performance wise and you'll get much less bugs with it

Posted by: Bracken Jul 26 2008, 02:06

QUOTE(berbinator @ Jun 4 2008, 13:59) *
One question is how to control the view of different crew members....cause currently I start out with the view in the middle of the vehicle...time to get back and continue my research tiredsmiley.gif

If I remember correctly, you need a vert in the memory LOD called commander_view (or something similar) for each position and one for the turned out views.
Have a look at one of the BIS tanks I suspect you will see it there and will be able to get the correct name.

Posted by: Verbal Jul 26 2008, 19:25

Hello Guys!

We have modelled over Units and a car.

But i have a little Problem if i select i editor the car! I become this Message:
http://upload.worldofplayers.de/files/arma%202008-07-26%2020-19-54-58.png

Can you help me?

I send you the .cfg !!

CODE
//***********************************************************
// ARMED ASSAULT - ASZ_Polizei by Arremba San Zorzo
// Version 1 - 19.07.2008
//***********************************************************

#define private 0
#define protected 1
#define public 2

#define true 1
#define false 0

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#include "models.cfg"

class CfgPatches
{
class ASZ_Polizei_CAR
{
Units[]= { "ASZ_hilux1_GSG9"};
weapons[]= {};
requiredVersion = 1.000000;
requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};
};
class ASZ_Polizei
{
units[] =
{
"ASZ_Polizei_1",
"ASZ_Polizei_2",
"ASZ_GSG9_MP5",
"ASZ_GSG9_MP5SD",
"ASZ_GSG9_M4AIM",
"ASZ_GSG9_M4A1SD",
"ASZ_GSG9_M4A1GL",
"ASZ_GSG9_M249",
"ASZ_GSG9_sniper"
};
weapons[] = {};
requiredVersion = 0.100000;
requiredAddons[] = {"CAData","CACharacters","CAWeapons"};
};
};

class CfgVehicleClasses
{
class ASZ_Polizei
{
displayName = "Polizei";
};
};


class CfgVehicles
{

class Car; // External class reference

class SoldierWB; // External class reference
class SoldierWG; // External class reference
class SoldierWMedic; // External class reference
class SoldierWAR; // External class reference
class SoldierWAT; // External class reference
class SoldierWAA; // External class reference
class SquadLeaderW; // External class reference
class SoldierWSniper; // External class reference
class OfficerW; // External class reference
class SoldierWSaboteurRecon; // External class reference
class OfficerE; // External class reference
class SoldierWPilot; // External class reference
class SoldierWCrew; // External class reference

class All
{
hideWeaponsCargo = 0;
};

//cfg vehicles-CAR////////////////////////////////////////////////////

class ASZ_hilux1_GSG9: Car
{
scope = public;
maxSpeed=125;
side=1;
model=\asz_polizei\hilux1_GSG9;
picture="\Ca\wheeled\data\ico\hilux1_civil_1_open_CA.paa";
Icon="\Ca\wheeled\data\map_ico\icomap_hilux_CA.paa";
mapSize = 7;
nameSound="offroad";
displayName=GSG9 S.U.V.;
transportSoldier = 5;
typicalCargo[]={Civilian};
driverAction= Hilux_Driver;
vehicleClass = "ASZ_Polizei";
crew="ASZ_GSG9_MP5";

soundEngine[]={\ca\wheeled\Data\Sound\Hilux_engine1,db-20,0.8};
soundGear[]={\ca\wheeled\Data\Sound\shifter_v3,db-65,1};
SoundGetIn[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-45,1};
SoundGetOut[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-50,1};

cargoAction[] = {Hilux_Cargo01,Zodiac_Cargo03,Zodiac_Cargo03,Zodiac_Cargo03,Zodiac_Cargo04};
hasGunner = 0;
class Turrets {};
dammageHalf[]=
{
\ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa,
\ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa
};
dammageFull[]=
{
\ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa,
\ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa
};
class Damage
{
tex[]={};
mat[]={
"ca\wheeled\data\detailmapy\coyota_trup1.rvmat",
"ca\wheeled\data\detailmapy\coyota_trup1.rvmat",
"ca\wheeled\data\detailmapy\coyota_trup1_destruct.rvmat",
"ca\wheeled\data\detailmapy\coyota_kola.rvmat",
"ca\wheeled\data\detailmapy\coyota_kola.rvmat",
"ca\wheeled\data\detailmapy\coyota_kola_destruct.rvmat",
"ca\wheeled\data\detailmapy\coyota_interier.rvmat",
"ca\wheeled\data\detailmapy\coyota_interier.rvmat",
"ca\wheeled\data\detailmapy\coyota_interier_destruct.rvmat"
};
};

transportAmmo = 300000;

class TransportMagazines
{
class _xx_15Rnd_9x19_M9
{
magazine = "15Rnd_9x19_M9";
count = 100;
};
class _xx_15Rnd_9x19_M9SD
{
magazine = "15Rnd_9x19_M9SD";
count = 100;
};
class _xx_200Rnd_556x45_M249
{
magazine = "200Rnd_556x45_M249";
count = 100;
};

class _xx_5Rnd_762x51_M24
{
magazine = "5Rnd_762x51_M24";
count = 100;
};
class _xx_10Rnd_127x99_m107
{
magazine = "10Rnd_127x99_m107";
count = 50;
};
class _xx_1Rnd_HE_M203
{
magazine = "1Rnd_HE_M203";
count = 50;
};
class _xx_Mine
{
magazine = "Mine";
count = 20;
};
class _xx_Pipebomb
{
magazine = "Pipebomb";
count = 20;
};
class _xx_30Rnd_9x19_MP5
{
magazine = "30Rnd_9x19_MP5";
count = 200;
};
class _xx_30Rnd_9x19_MP5SD
{
magazine = "30Rnd_9x19_MP5SD";
count = 200;
};
class _xx_30Rnd_556x45_StanagSD
{
magazine = "30Rnd_556x45_StanagSD";
count = 200;
};
class _xx_30Rnd_556x45_Stanag
{
magazine = "30Rnd_556x45_Stanag";
count = 200;
};
class _xx_M136
{
magazine = "M136";
count = 10;
};
class _xx_HandGrenadeTimed
{
magazine = "HandGrenadeTimed";
count = 50;
};
};

class TransportWeapons
{
class _xx_M136
{
weapon = "M136";
count = 1;
};
class _xx_M24
{
weapon = "M24";
count = 2;
};
class _xx_MP5A5
{
weapon = "MP5A5";
count = 2;
};
class _xx_M4aim
{
weapon = "M4aim";
count = 2;
};
class _xx_M249
{
weapon = "M249";
count = 2;
};
class _xx_M9
{
weapon = "M9";
count = 2;
};
};

class Library {libTextDesc = $STR_LIB_HILUX;};
};

//cfg vehicles-POLIZEI////////////////////////////////////////////////////

class ASZ_Polizei_1: OfficerE
{
model = "\ASZ_Polizei\Polizei_1_officer";
moves="BI_PeopleMoves";
side = 1;
displayName = "Kommandant";
weapons[] = {"Throw","Put","Binocular"};
magazines[] = {};
vehicleClass = "ASZ_Polizei";
Picture = "\Ca\characters\data\Ico\i_off_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_oficer_CA.paa";
};

class ASZ_Polizei_2: OfficerE
{
model = "\ASZ_Polizei\Polizei_2_officer";
moves="BI_PeopleMoves";
side = 1;
displayName = "Polizeibeamte";
weapons[] = {"M9","Throw","Put","Binocular"};
magazines[] = {"15rnd_9x19_M9","15rnd_9x19_M9","15rnd_9x19_M9","15rnd_9x19_M9","15rnd_9x19_M9"};
respawnWeapons[] = {"M9","binocular"};
respawnMagazines[] = {"15rnd_9x19_M9","15rnd_9x19_M9"};
vehicleClass = "ASZ_Polizei";
Picture = "\Ca\characters\data\Ico\i_off_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_oficer_CA.paa";
};

//cfg vehicles-GSG9///////////////////////////////////////////

class ASZ_GSG9_MP5: SoldierWSaboteurRecon
{
model = "\ASZ_Polizei\GSG9_sabot";
hiddenSelections[] = {"clan","sniper"};
moves="BI_PeopleMoves";
weapons[] = {"MP5A5","M9","Binocular","Throw","Put","NVGoggles"};
magazines[] = {"30Rnd_9x19_MP5","30Rnd_9x19_MP5","30Rnd_9x19_MP5","30Rnd_9x19_MP5","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","HandGrenadeTimed","HandGrenadeTimed","HandGrenadeTimed"};
displayName="GSG9 MP5";
vehicleClass = "ASZ_Polizei";
attendant = 1;
Picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
};
class ASZ_GSG9_MP5SD: SoldierWSaboteurRecon
{
model = "\ASZ_Polizei\GSG9_sabot";
hiddenSelections[] = {"clan","sniper"};
moves="BI_PeopleMoves";
weapons[]={MP5SD,M9SD,DefaultManWeapons,NVGoggles};
magazines[]=
{
30Rnd_9x19_MP5SD,30Rnd_9x19_MP5SD,30Rnd_9x19_MP5SD,30Rnd_9x19_MP5SD,
PipeBomb,PipeBomb,PipeBomb,
15Rnd_9x19_M9SD,15Rnd_9x19_M9SD,15Rnd_9x19_M9SD,15Rnd_9x19_M9SD
};
displayName="GSG9 MP5SD";
vehicleClass = "ASZ_Polizei";
attendant = 1;
Picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
};

class ASZ_GSG9_M4AIM: SoldierWSaboteurRecon
{
model = "\ASZ_Polizei\GSG9_sabot";
hiddenSelections[] = {"clan","sniper"};
moves="BI_PeopleMoves";
weapons[]= {M4aim,Binocular,DefaultManWeapons,M9};
magazines[]=
{
30Rnd_556x45_Stanag,30Rnd_556x45_Stanag,30Rnd_556x45_Stanag,30Rnd_556x45_Stanag,

30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag,
HandGrenadeTimed,HandGrenadeTimed,
15Rnd_9x19_M9,15Rnd_9x19_M9,15Rnd_9x19_M9

};
displayName="GSG9 M4AIM";
vehicleClass = "ASZ_Polizei";
attendant = 1;
Picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
};

class ASZ_GSG9_M4A1SD: SoldierWSaboteurRecon
{
model = "\ASZ_Polizei\GSG9_sabot";
hiddenSelections[] = {"clan","sniper"};
moves="BI_PeopleMoves";
weapons[]={M4A1SD,M9SD,DefaultManWeapons,NVGoggles};
magazines[]=
{
30Rnd_556x45_StanagSD,30Rnd_556x45_StanagSD,30Rnd_556x45_StanagSD,30Rnd_556x45_S
tanagSD,
PipeBomb,PipeBomb,PipeBomb,
15Rnd_9x19_M9SD,15Rnd_9x19_M9SD,15Rnd_9x19_M9SD,15Rnd_9x19_M9SD
};
displayName="GSG9 M4A1SD";
vehicleClass = "ASZ_Polizei";
attendant = 1;
Picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
};

class ASZ_GSG9_M4A1GL: SoldierWSaboteurRecon
{
model = "\ASZ_Polizei\GSG9_sabot";
hiddenSelections[] = {"clan","sniper"};
moves="BI_PeopleMoves";
weapons[]={M4A1GL, NVGoggles, DefaultManWeapons,M9SD};
magazines[]=
{
30Rnd_556x45_Stanag,30Rnd_556x45_Stanag,30Rnd_556x45_Stanag,30Rnd_556x45_Stanag,

30Rnd_556x45_Stanag,30Rnd_556x45_Stanag,
15Rnd_9x19_M9SD,15Rnd_9x19_M9SD,
1Rnd_HE_M203,1Rnd_HE_M203,1Rnd_HE_M203,1Rnd_HE_M203
};
displayName="GSG9 M4A1GL";
vehicleClass = "ASZ_Polizei";
attendant = 1;
Picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
};

class ASZ_GSG9_M249: SoldierWSaboteurRecon
{
model = "\ASZ_Polizei\GSG9_sabot";
hiddenSelections[] = {"clan","sniper"};
moves="BI_PeopleMoves";
weapons[]={M249, NVGoggles, DefaultManWeapons,M9SD};
magazines[]=
{
200Rnd_556x45_M249, 200Rnd_556x45_M249,
15Rnd_9x19_M9,15Rnd_9x19_M9,15Rnd_9x19_M9,
HandGrenadeTimed,HandGrenadeTimed,HandGrenadeTimed
};
displayName="GSG9 M249";
vehicleClass = "ASZ_Polizei";
attendant = 1;
Picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
};

class ASZ_GSG9_sniper: SoldierWSaboteurRecon
{
model = "\ASZ_Polizei\GSG9_sabot";
hiddenSelections[] = {"clan","operatore"};
moves="BI_PeopleMoves";
nameSound = "sniper";
accuracy = 3.500000;
nightVision = 1;
camouflage = 0.600000;
sensitivity = 2;
cost = 250000;
weapons[] = {"M107","M9","Binocular","NVGoggles","Throw","Put"};
magazines[] = {"10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","smokeshellred","smokeshellgreen","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","HandGrenadeTimed","HandGrenadeTimed"};
displayName="GSG9 sniper";
vehicleClass = "ASZ_Polizei";
attendant = 1;
Picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
};
};
//END OF FILE///////////////////////////////////////////


Thx you very mutch!

Posted by: Verbal Jul 26 2008, 20:23

and here the models:

CODE
class CfgSkeletons
{

class Vehicle;
class Car: Vehicle
{
skeletonInherit="Vehicle";
skeletonBones[]=
{
"volant",
"",
"levy predni tlumic",
"",
"pravy predni tlumic",
"",
"levy dalsi tlumic",
"",
"pravy dalsi tlumic",
"",
"levy predni zatoc",
"levy predni tlumic",
"pravy predni zatoc",
"pravy predni tlumic",
"levy dalsi zatoc",
"levy dalsi tlumic",
"pravy dalsi zatoc",
"pravy dalsi tlumic",
"levy prostredni tlumic",
"",
"pravy prostredni tlumic",
"",
"levy zadni tlumic",
"",
"pravy zadni tlumic",
"",
"levy predni",
"levy predni zatoc",
"pravy predni",
"pravy predni zatoc",
"levy dalsi",
"levy dalsi zatoc",
"pravy dalsi",
"pravy dalsi zatoc",
"levy prostredni",
"levy prostredni tlumic",
"pravy prostredni",
"pravy prostredni tlumic",
"levy zadni",
"levy zadni tlumic",
"pravy zadni",
"pravy zadni tlumic",
"ukaz_rychlo",
"",
"ukaz_rychlo2",
"",
"ukaz_rpm",
"",
"OtocVez",
"",
"OtocHlaven",
"OtocVez",
"fuel_01",
"",
"fuel_1",
"",
"prop_01",
"",
"prop_02",
"",
"prop_2",
"",
"prop_1",
"",
"damageHide",
"",
"damageVez",
"OtocVez",
"damageHlaven",
"OtocHlaven"
};
};
class Default; // External class reference
class Head
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] = {
"neck","","neck1","neck","head","neck1","lBrow","head","mBrow","head","rBrow","head","lMouth","head","mMouth","head","rMouth","head","eyelids","head","LLip","head"
};
};
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "Head";
skeletonBones[] =
{"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","",
"LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","",
"LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","",
"RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","",
"RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","",
"RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","",
"RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""};
};


class Flag: Default {};
class FlagCarrier: Default
{
skeletonInherit = "Default";
skeletonBones[] = {"stozar","","vlajka",""};
};

};

class CfgMovesMaleSdr;
class BI_PeopleMoves : CfgMovesMaleSdr
{
skeletonName = "OFP2_ManSkeleton";
collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};
collisionGeomCompPattern[] = {1, 3, 6};
};

class CfgModels
{
class Vehicle;
class Car: Vehicle
{
sectionsInherit="Vehicle";
sections[]=
{
"ammo",
"sklo predni p",
"sklo predni l",
"zadni svetlo",
"brzdove svetlo",
"spz",
"karoserie",
"motor",
"zbran",
"vez",
"zbytek",
"levy predni",
"levy prostredni",
"levy zadni",
"pravy predni",
"pravy prostredni",
"pravy zadni",
"clan",
"clan_sign",
"zasleh",
"P svetlo",
"L svetlo",
"palivo"
};
skeletonName="Car";
class Animations
{
class damageHide
{
type="hide";
source="damage";
selection="damageHide";
};
class IndicatorSpeed
{
animPeriod=0;
type="rotation";
source="speed";
selection="ukaz_rychlo";
axis="osa_rychlo";
memory=0;
minValue=0.000000;
maxValue=16.670000;
angle0=0.000000;
angle1=2.879793;
};
class IndicatorSpeed2
{
type="rotation";
source="speed";
selection="ukaz_rychlo2";
axis="osa_rychlo2";
memory="false";
animPeriod=0;
minValue=0;
maxValue=16.670000;
angle0=0;
angle1="rad -240";
};
class IndicatorRPM
{
animPeriod=0;
type="rotation";
source="rpm";
selection="ukaz_rpm";
axis="osa_rpm";
memory=0;
minValue=0.000000;
maxValue=1.000000;
angle0=0.000000;
angle1=2.967060;
};
class DrivingWheel
{
type="rotation";
source="drivingWheel";
selection="volant";
begin="osaVolantZac";
end="osaVolantKon";
memory="false";
animPeriod=0;
minValue=-1;
maxValue=1;
angle0=-8;
angle1=8;
};
class TurnFrontWheelR
{
type="rotationY";
source="drivingWheel";
selection="pravy predni zatoc";
axis="pravy predni";
memory="false";
animPeriod=0;
sourceAddress="loop";
minValue="rad -180";
maxValue="rad +180";
angle0="rad +90";
angle1="rad -90";
};
class TurnFrontWheelL: TurnFrontWheelR
{
selection="levy predni zatoc";
axis="levy predni";
};
class TurnFrontWheelR2: TurnFrontWheelR
{
selection="pravy dalsi zatoc ";
axis="pravy dalsi";
};
class TurnFrontWheelL2: TurnFrontWheelR
{
selection="levy dalsi zatoc ";
axis="levy dalsi";
};
class FrontWheelR
{
type="rotationX";
source="wheel";
selection="pravy predni";
axis="";
memory="true";
animPeriod=0;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class FrontWheel2R: FrontWheelR
{
selection="pravy dalsi";
};
class BackWheelR: FrontWheelR
{
selection="pravy zadni";
};
class BackWheel2R: FrontWheelR
{
selection="pravy prostredni";
};
class FrontWheelL: FrontWheelR
{
selection="levy predni";
};
class FrontWheel2L: FrontWheelR
{
selection="levy dalsi";
};
class BackWheelL: FrontWheelR
{
selection="levy zadni";
};
class BackWheel2L: FrontWheelR
{
selection="levy prostredni";
};
class FrontWheelDamperR
{
type="translationY";
source="damper";
selection="pravy predni tlumic";
axis="";
animPeriod=0;
minValue=-1000;
maxValue=1000;
};
class FrontWheelDamper2R: FrontWheelDamperR
{
selection="pravy dalsi tlumic";
};
class BackWheelDamperR: FrontWheelDamperR
{
selection="pravy zadni tlumic";
};
class BackWheelDamper2R: FrontWheelDamperR
{
selection="pravy prostredni tlumic";
};
class FrontWheelDamperL: FrontWheelDamperR
{
selection="levy predni tlumic";
};
class FrontWheelDamper2L: FrontWheelDamperR
{
selection="levy dalsi tlumic";
};
class BackWheelDamperL: FrontWheelDamperR
{
selection="levy zadni tlumic";
};
class BackWheelDamper2L: FrontWheelDamperR
{
selection="levy prostredni tlumic";
};
class damageVez: damageHide
{
selection="damageVez";
};
class damageHlaven: damageHide
{
selection="damageHlaven";
};
};
};
class hilux1_civil_1_open: Car
{
class Animations: Animations
{
class IndicatorSpeed: IndicatorSpeed
{
maxValue=50.000000;
angle1=3.577925;
};
class IndicatorRPM: IndicatorRPM
{
angle1="rad 175";
};
};
};
class hilux1_gsg9: hilux1_civil_1_open
{
};


class Default
{
sections[] = {here};
sectionsInherit="";
};

class flag_vojak : Default
{
sections[] = {"latka"};
};

class Head: Default
{
skeletonName = "Head";
sections[] = {"swap_hhl","hide_eyewear"};
sectionsInherit="";
};

class asz_polizei: Default
{
skeletonName = "OFP2_ManSkeleton";
sectionsInherit="Head";
sections[] =
{"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","",
"LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","",
"LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","",
"RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","",
"RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","",
"RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","",
"RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase","","operatore","","sniper",""};
};

class OFP2_ManSkeleton: asz_polizei{};

//cfg models-POLIZEI/////////////////////////////////////////////////////////////

class Polizei_1_officer: asz_polizei{};
class Polizei_2_officer: asz_polizei{};

//cfg models-GSG9///////////////////////////////////////////

class GSG9_sabot: asz_polizei{};

};


Thx guys!

Posted by: Verbal Jul 28 2008, 15:05

no one can help me? cry3.gif

pls guys...

Posted by: bdfy Jul 28 2008, 15:14

just like error says - you need to add section array to your model.cfg. look for bis examples
PS it's a very good rule to make images _small_ so people can see it without huge traffic loss wink.gif

Posted by: Helping Hand Jul 28 2008, 16:10

QUOTE(Verbal @ Jul 28 2008, 15:05) *
no one can help me? cry3.gif

pls guys...


Please do not bump topics it is not allowed, if someone has helpful information for you they will post it smile.gif

Posted by: Verbal Jul 28 2008, 16:14

QUOTE(bdfy @ Jul 28 2008, 16:14) *
just like error says - you need to add section array to your model.cfg. look for bis examples
PS it's a very good rule to make images _small_ so people can see it without huge traffic loss wink.gif


thx for your post guys!!
im new and never scripted, i become help from Pedagne, but he is now in holiday 3 weeks...

have you a link for this script section array? im not a profi :-(

Posted by: bdfy Jul 28 2008, 16:31

you don't need to be profi. open arma example configs and search for 'sections'. then add it to your own similarly

Posted by: Verbal Jul 28 2008, 17:14

QUOTE(bdfy @ Jul 28 2008, 17:31) *
you don't need to be profi. open arma example configs and search for 'sections'. then add it to your own similarly


bdfy thx for your help...

but i tryed, im too noob cry3.gif

i become new errors.

i think the problem is very small but im too noob for repair it!

cant you help me? i send you the cfg and the models file...are small txt files. pls!

what can i do for you?

i want only fix the problem and release the addon

Posted by: bdfy Jul 28 2008, 19:24

you're not noob - you're lazy wink.gif
there's of forums too - post it there. maybe someone will do everything for you. i doubt it though. my advice is simple - read an error and then serach for the same entry in config examples. worked good enough for me

Posted by: -=engener=- Aug 9 2008, 15:50

Such question has arisen: I do windows by 2 planes, a structure and a material from this tutorial, the problem consists that through glass is visible only to an interior of a barrack and is invisible surrounding objects - trees, tanks, the soldier, other same barrack

Posted by: bdfy Aug 9 2008, 15:52

sort alpha

Posted by: -=engener=- Aug 9 2008, 15:57

aplly to all poly with glass textures?

Posted by: Fabiantronc Aug 10 2008, 03:36

Anyone knows why sometimes add a texture to a face don't work?
Because the last night it works and now doesn't work. Just see the image and you'll see than don't want load he texture.
The texture it's a .paa format and 256x64 pixels

http://img239.imageshack.us/my.php?image=error2wb0.jpg
click to enlarge.

Bye....

Posted by: -=engener=- Aug 11 2008, 14:33

QUOTE(-=engener=- @ Aug 9 2008, 15:50) *
Such question has arisen: I do windows by 2 planes, a structure and a material from this tutorial, the problem consists that through glass is visible only to an interior of a barrack and is invisible surrounding objects - trees, tanks, the soldier, other same barrack

still have a problem, any idea?

Posted by: Rellikki Aug 11 2008, 15:00

QUOTE(Fabiantronc @ Aug 10 2008, 05:36) *
Anyone knows why sometimes add a texture to a face don't work?
Because the last night it works and now doesn't work. Just see the image and you'll see than don't want load he texture.
The texture it's a .paa format and 256x64 pixels

Make sure the model is facing the right direction and not backwards.

Posted by: -=engener=- Aug 11 2008, 15:12

http://webfile.ru/2150312 link to download models

Posted by: Dan Aug 13 2008, 21:56

Hi, do you guys know how I can apply dammage textures on something?

Posted by: modEmMaik Aug 13 2008, 22:16

A quite good tutorial is available at the http://community.bistudio.com/wiki/Vehicle_Damage

I think it should target you bike. You will get a PM from me happy.gif

Posted by: Dan Aug 13 2008, 22:23

Thanks alot

Posted by: Fabiantronc Aug 15 2008, 05:26

QUOTE(Rellikki @ Aug 11 2008, 11:00) *
Make sure the model is facing the right direction and not backwards.


yeah, it's on the right direction. Sometimes works and sometimes not. tiredsmiley.gif

Now I have other question.
It's about CfgVehicleclasses.
I'm trying to do Chilean infantry, well, I have all working now and I want put soldiers with 3 types of camos, but I don't know if it's possible have 3 types of CfgVehicleClasses in the same config.cpp.
I want than the DCU units go in a separate class than the woodland and the ACU one, So, it's posiible it?, or I need to put the diferents types of units in differents pbo's?

Thank in advance...and sorry for my bad english. drunk.gif

Posted by: modEmMaik Aug 19 2008, 08:16

QUOTE(Fabiantronc @ Aug 15 2008, 06:26) *
...
It's about CfgVehicleclasses.
I'm trying to do Chilean infantry, well, I have all working now and I want put soldiers with 3 types of camos, but I don't know if it's possible have 3 types of CfgVehicleClasses in the same config.cpp.
I want than the DCU units go in a separate class than the woodland and the ACU one, So, it's posiible it?, or I need to put the diferents types of units in differents pbo's?

Thank in advance...and sorry for my bad english. drunk.gif


You may check this http://armed-assault.de/downloads/m1abrams-retex-v10.html. I have put all retex in separate editor classes to avoid ingame spotting of "M1 Abrams Woodland 1" boppin2.gif
Changing only the texture, you may use the inherritation, just like in the retex package (e.g. class dcuAssault: wdlAssault {...).

mike

Posted by: Fabiantronc Nov 1 2008, 23:48

thanks modEmMaik.

well, I'm here for other question.
I need help in how to add destroyed texture to an addon.

I have a tank and I want when it will be destroy show a destroyed texture like the M1 and T-72, well, I made the rvmats and I made the part of the config.cpp but when the tank it's destroyed there isn't show a destroyed texture.
I've looked at the vilas config.cpp and I saw that are the same of my config, but I've looked too at the HWM config and that guys add a new class CfgTexturetoMaterial but I added that class on the rvmat.

I remenber than I saw a basic tutorial on how to add destroyed texture to a model and I remenber than there you must add something with O2 but I can't found that tutorial.

Take your time on respond me, because I have trouble with my ISP and I don't have an Internet conection at my home.

See you soon...

Posted by: modEmMaik Nov 2 2008, 00:46

Gnat added a damage tut for the arma Wiki project: http://community.bistudio.com/wiki/Vehicle_Damage

But damage textures can be realy tricky. You may want to check the M1A1 and T-72 in the BI-samples for the "telo" section, which is the section where the damage texture gets displayed.

Posted by: Caesar2234 Nov 2 2008, 17:00

I try to load a p3d file into O2 and always get this message. Im lost and dont have a clue how to make these models work, ive searched and searched different forums but found nothing so im hopeing that someone will be able to help me. Anyway when i try to load a model i get this message.

'unable to load binarized version of the p3d. Mesh loaded into the editor is only known bounding box of the p3d model.'

Please help!

Posted by: Deadeye Nov 2 2008, 22:11

I am no addon artist but judging from the error message I'd say that you tried to open an binarized p3e. You can binarize your models in order to protect them from getting opened by everyone depboing the p3d (not 100% sure).

Try using the officially released MLOD files : http://www.armedassault.info/index.php?cat=news&id=558

Posted by: Fabiantronc Nov 3 2008, 00:41

Thanks again modEmMaik smile.gif worship.gif

Thats was the tutorial than I saw but I didn't know where was located.

Posted by: JdB Nov 7 2008, 00:10

QUOTE(Deadeye @ Nov 2 2008, 22:11) *
I am no addon artist but judging from the error message I'd say that you tried to open an binarized p3e. You can binarize your models in order to protect them from getting opened by everyone depboing the p3d (not 100% sure).


That's a pretty negative view on why addon/modmakers binarize their work. A more important reason is because it compresses the files saving bandwidth and disc space, and some things (like island objects) need to be binarized in order to work.

Posted by: UKGBlazero Dec 12 2008, 18:45

ok can some one plz tell me if thay is a full tutorial or tutorials out for O2 like how to make a jet or a car or just a Object in ArmA i know thay is a tutorial out for O2 but it.s setup for OFP i need one for ArmA i need tham to help me with the Battlestar Galactica am doing if i can get a full tutorial on just to do a Object in ArmA than i can bring Galactica out B4 the 25th the i can get to work on Pegasus any way thxs for ya help lads

Posted by: Benamaina Jan 11 2009, 18:23

Hi guys!

I had a problem in one BMP2 and T-72, i used a original BIS model and a original BIS model.cfg. All works fine! but if I add a empty of them at nigh time, the light of tank and fire of machingunner is on, and the vehicle is empty!

At the day all works fine, not appear! or I cant see, but is not there the square as Matek posted in this forum time ago, anyway I add the rvmat default_flash_2pass.rvmat and default_dxta.rvmat (this second one, im not really if is usefull or not, but i added too) and the texture car_light_flare2.paa, to my addon folder....but all is the same!

Anyone have an idea to fix this problems? its maybe a config problem? becouse i have the same problem with an original bmp2 without change textures!

Thanks in advance for your help!

regards

Posted by: Munkee(GBR) Mar 13 2009, 00:30

Hey everyone,

I'm really close to getting my SAS Desert Patrol Members released, but during testing I've found that the binoculars do not show up in the game and neither does the pistol.

I can select them fine, and I can use them fine, but when it comes to seeing the model of the pistol or the binoculars, they just don't show up!

http://img9.imageshack.us/gal.php?g=binos.jpg

Does anyone have any ideas?

Cheers,

Munkee

Posted by: D@V£ Mar 13 2009, 01:41

Ensure you haven't accidentally deleted the "proxy::...beretta" and "proxy::...dalekohled_proxy" selections from your soldier's model. If you have, copy these over from one of the sample models. These should be on all view LODs.

(That's View-Pilot, and all resolution LODs)

Posted by: Munkee(GBR) Mar 13 2009, 10:30

I had indeed messed up proxy entries for each LOD. So to resolve the matter, I deleted all of the proxy...AK47, proxy...dalek etc etc entries for each LOD and then copied a fresh set over from a BIS soldier model just as you said, and everything works fine now!

Thanks for getting back so fast, cheers!

EDIT:

I have an issue with texturing and bump mapping. D@ve made a point that the assault vest and shemagh of my units are too "flat" i.e. not enough bump mapping I guess? http://img9.imageshack.us/img9/2559/sas1c.jpg. Can anyone tell me what more I could do? This is the method I used:

I have a flat camoflauge texture laying over a desaturated (grey) image of creased/bumpy assault vest fabric.
I first created the .nohq (bump map) from the desaturated creased assault vest image. Height of bump about 8 I think.
I took the same desaturated (grey) creased assault vest image and put it as a new layer under the flat camoflauge texture - I then decreaed the opacity of the camo texture to allow the creases and bumps of the fabric image below to start showing through.
The problem is there is a fine line between blending the fabric image and the camo texture otherwise you end up with something that doesn't look like camoflauge - a grey-ish camo instead: yuk!

Can anyone help me further?

Cheers,

Munkee

Posted by: Vigilante Mar 26 2009, 05:33

ok, i have a strange problem as of lately... my objects only animate after i shoot them once! ... they are somehow not animating the lod 0.000 ... but somehow geolod is animated (i can see the shadow of it moving) although no physics interaction with geolod and earth or other objects... BUT if i shoot it once it all works as intended.
The stranger part is, before i DID NOT have this problem, but somehow my mind managed to sckrew my intuition/idea of proper configwork somehow... but i dont know what in particular.... stupid me, i still have other objects still working as intended even without shooting, and i cant see any difference in their configs. i even tried to clone/mirrot the configs but theres something i miss or dont see or whatever.

If some friendly soul has a few pointers guiding me in the right direction, i would be glad! not that i need help, finding out how that darn real virtuallity engine works is part of (my) fun, just maybe someone had the same problem or an general idea...

thanks in advance!
peace°

PS: no errormsg or such, just the described situation

heres the link to a YT video showing both addons in action ... first the mk80s namely two Mk82 with Petal and Ballute retarder each ...
And then my troublechild .. the suu-6x dispenser ... doing what is supposed to do only AFTER i shoot it once ...
http://www.youtube.com/watch?v=sF20OFB5j4w

Posted by: Usslouisiana May 24 2009, 20:53

I'm having problems with the Sample model of the RACS officer with the beret.
When I open it up in Oxygen2 the back of the beret is missing and looks bad in game how do I or could someone, Fix this problem.
Thanks.


Posted by: Dmurskain Sep 22 2009, 17:49

Hi all!

Im trying to learn how to use oxygen 2. I found some tutorial here: http://tactical.nekromantix.com/tactical/wiki/doku.php?id=ofp:modeling:brsseb_lesson1.

I couldn't download textures & config file from the site. I followed the instructions, but couldn't put textures on cause didn't have any. So I tried to make my own. I downloaded some textures as .jpeg and tried to convert them with texWiev 2, but it couldn't open any of them. Then I found converter called Advanced Batch Converter and converted jpegs to .TGA. THEN I tried to add textures as it was instructed, but when I tried to preview my object in bulldozer it said: can't convert to paa!

Im beginner and desperately trying to create any working addon to Arma2 so please help me! smile.gif

Posted by: D@V£ Sep 22 2009, 19:58

It's possible the textures may have been formatted in a way that causes them to be opened incorrectly the BIS tools. Try opening the jpgs in the graphics program of your choice, then exporting them again, if this doesn't work, try using a different format, such as png (which should work with texview 2). You don't need to use tgas, as texview can convert jpgs and png files directly to paa.

Posted by: Dmurskain Sep 23 2009, 18:00

Thanks! I got it working, i had wrong resolution. I followed instructions and got texture on one side, BUT when im trying to put same texture on other side the first side's textures disapere... Maby this tutorial (http://tactical.nekromantix.com/tactical/w...:brsseb_lesson1) is for some older version of O2. I got 02 for Arma2... I'd realy want to learn how to use this program. Is there any better/newer tutorials for O2?

Posted by: Dmurskain Sep 24 2009, 11:16

Damn, I don't know what i did but i got it working. Sorry for my last futile post... biggrin.gif

Posted by: Dmurskain Sep 26 2009, 07:36

I got my model ready, but I have no clue how to make working config.cpp. I found lots of pages where is instructed how to make config files, but those are all for more complicated models: vehicles, soldiers etc. I just need basic config file for my simple building. There is no animations.

I tried to do config file with these instructions http://community.bistudio.com/wiki/Building_Configs but it only gave me tons of errors in log file... sad.gif I use BinPBO Personal edition for Arma 2 to convert files. I've spend hours to find some basic tuotrial or forum topic how to do this, but just can't find any.

Please help me, I'm totaly noob with this! unsure.gif

P.S. Sorry if I've missed some obvious place to look...

Posted by: D@V£ Sep 26 2009, 12:22

What errors did you get exactly? There's a lot of formatting necessities in configs, and it's very easy to make simple mistakes that can take hours to work out. If you want to post the config here, I could have a quick look at it, but generally it should look something like this:

CODE
class CfgPatches
{
    class Blah
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"CAweapons"};
    };
};


class CfgVehicles
{
    class Barrack2; // External class reference
    class mysuperbuildingisntitawesome: Barrack2
    {
        DisplayName = "My amazing building!";
        model = "\blah\superbuilding";
    };
};


You may have a lot more than that, though the syntax should be the same. I used inheritance, which can be extremely useful, you can find a full list of default classes, along with pictures of each, http://www.armatechsquad.com/ArmA2Class/. I'd advise inheriting from a similar sizing building.

Also note that a lot of buildings are hidden in the editor by default, so if you're inheriting from one of these, you'll need to add this line to the start of your config:
CODE
#define private 0
#define protected 1
#define public 2


And this to your vehicle class:
CODE
scope = 2;

Posted by: Dmurskain Sep 27 2009, 11:04

Thank you so much, i got it working!!!!! worship.gif

Posted by: Dmurskain Sep 28 2009, 20:13

Allright, next problem. I got my structure to editor and i can place it in, but when im trying to alling those to straight line they turn 0.5 - 20 degrees randomly. It's very fustrating to try put those in straight line.

My structure is 50x50m concrete tile and im trying to build very large square area above ground. (Im gona build base on it and sewer system under it...) Im not quite sure is this my addon or scripting/editor problem, but when i tried to build same square area with Arma2's original concrete block they alinged just fine (only were too small and fragile for my purpose). Im using setPosASL -command to raise them to air at same level.

Sorry if i posted this to wrong topic... smile.gif

Posted by: Roberto Gazdić Feb 21 2012, 13:11

My two questions:
1. (on the picture -image over 100KB because its in link)
http://img710.imageshack.us/img710/1696/uniforma.png
2.
http://img850.imageshack.us/img850/3005/spaceshowto.png

Sorry for my english.

P.S. damn i pressed "REPORT" but the "ADD REPLY", sorry again. Malajn.gif

Posted by: D@V£ Feb 21 2012, 17:34

Try using different blending layers in the photoshopesque program of your choice (paint.net and GIMP are freeware, if you're looking for somewhere to start). The RACS pilot texture is a good base, just convert it to grayscale then use it as either a "soft light", "overlay" or "multiply" layer (different patterns tend to work better with different methods, it's best to play around until you find one that works well) on top of your camouflage texture smile.gif

Posted by: Roberto Gazdić Feb 21 2012, 19:53

Aha, its like as creating WW4 texture for OFP. Select > Color Range biggrin.gif

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