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> Modeling/Texturing Problems Thread, ask here if you've got question concerning modeling/texturing
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post Feb 22 2008, 12:35
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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


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D@V£
post Feb 25 2008, 20:58
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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...


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Linker Split
post Feb 25 2008, 23:58
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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...


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Retro19
post Feb 28 2008, 07:29
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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.
 
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catito14
post Feb 28 2008, 21:10
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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


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Linker Split
post Feb 28 2008, 23:45
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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 this!

wink.gif


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Retro19
post Mar 3 2008, 18:45
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Ive made my units how do i create a replacment pack?
 
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Eddie
post Mar 7 2008, 15:49
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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";
};
};
};
};


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berbinator
post Mar 8 2008, 17:44
Post #69


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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
 
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sgt.Artmann
post Mar 8 2008, 19:13
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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 )


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Rellikki
post Mar 8 2008, 21:50
Post #71



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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.
 
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Blackbuck
post Mar 8 2008, 22:01
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You could also use kegety's plug-in to open them in Photoshop directly .


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d@nte
post Mar 8 2008, 22:48
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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/ikon...ST;f=76;t=72171

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


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berbinator
post Mar 9 2008, 01:11
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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
 
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Eddie
post Mar 16 2008, 18:39
Post #75


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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?


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Linker Split
post Mar 16 2008, 19:19
Post #76


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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


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
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Eddie
post Mar 17 2008, 14:02
Post #77


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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


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SaS TrooP
post Mar 19 2008, 23:03
Post #78


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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
 
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Eddie
post Mar 20 2008, 01:58
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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?


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JdB
post Mar 20 2008, 02:27
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Colonel Klink has a tutorial on how to make a missile battery for OFP on [his website]. I think that should get you started, since I have a feeling the core selections haven't changed much.


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