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> Modeling/Texturing Problems Thread, ask here if you've got question concerning modeling/texturing
d@nte
post Apr 9 2008, 21:34
Post #121


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odol explorer doesn't work with the new p3d?


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Linker Split
post Apr 9 2008, 22:48
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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


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Mateck
post Apr 11 2008, 01:33
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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.
 
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Linker Split
post Apr 11 2008, 23:02
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hmm, did you check if the quad you use for the lights got the proper RVMAT?


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Mateck
post Apr 11 2008, 23:30
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It uses default_flash_2pass.rvmat from Ca.pbo so I'm guessing it is proper RVMAT.
 
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Linker Split
post Apr 12 2008, 08:15
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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?


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Mateck
post Apr 12 2008, 10:09
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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. Here is my model.cfg if You want to check it out. I will be very grateful.
 
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Linker Split
post Apr 12 2008, 10:16
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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. Here 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


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Mateck
post Apr 12 2008, 10:41
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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.
 
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Linker Split
post Apr 12 2008, 11:11
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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

This post has been edited by Linker Split: Apr 12 2008, 11:13


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Mateck
post Apr 12 2008, 12:01
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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.
 
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Eddie
post Apr 15 2008, 21:44
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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 this.



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


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Linker Split
post Apr 16 2008, 00:43
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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


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Eddie
post Apr 16 2008, 21:09
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Does O2 import 3dS?

if not what is the conversion process?


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Rellikki
post Apr 16 2008, 21:21
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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
 
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Eddie
post Apr 16 2008, 21:30
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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


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Linker Split
post Apr 16 2008, 22:22
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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...



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Eddie
post Apr 16 2008, 22:30
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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

This post has been edited by Eddie: Apr 16 2008, 22:33


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Linker Split
post Apr 16 2008, 22:32
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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...


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berbinator
post Apr 20 2008, 22:25
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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";
};
};
};
};


This post has been edited by berbinator: Apr 20 2008, 22:29
 
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