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> Modeling/Texturing Problems Thread, ask here if you've got question concerning modeling/texturing
Verbal
post Jul 26 2008, 20:23
Post #201


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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!
 
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Verbal
post Jul 28 2008, 15:05
Post #202


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no one can help me? cry3.gif

pls guys...
 
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bdfy
post Jul 28 2008, 15:14
Post #203


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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
 
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Blackbuck
post Jul 28 2008, 16:10
Post #204


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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


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Verbal
post Jul 28 2008, 16:14
Post #205


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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 :-(
 
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bdfy
post Jul 28 2008, 16:31
Post #206


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you don't need to be profi. open arma example configs and search for 'sections'. then add it to your own similarly
 
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Verbal
post Jul 28 2008, 17:14
Post #207


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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
 
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bdfy
post Jul 28 2008, 19:24
Post #208


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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

This post has been edited by bdfy: Jul 28 2008, 19:25
 
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-=engener=-
post Aug 9 2008, 15:50
Post #209


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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


--------------------
Who will guess as is deciphered BAZEF ?

NEED HELP WITH MODELS IF CAN HELP SEND ME PM
 
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bdfy
post Aug 9 2008, 15:52
Post #210


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sort alpha
 
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-=engener=-
post Aug 9 2008, 15:57
Post #211


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aplly to all poly with glass textures?


--------------------
Who will guess as is deciphered BAZEF ?

NEED HELP WITH MODELS IF CAN HELP SEND ME PM
 
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Fabiantronc
post Aug 10 2008, 03:36
Post #212


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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


click to enlarge.

Bye....


--------------------

 
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-=engener=-
post Aug 11 2008, 14:33
Post #213


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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?


--------------------
Who will guess as is deciphered BAZEF ?

NEED HELP WITH MODELS IF CAN HELP SEND ME PM
 
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Rellikki
post Aug 11 2008, 15:00
Post #214



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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.
 
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-=engener=-
post Aug 11 2008, 15:12
Post #215


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here link to download models

This post has been edited by -=engener=-: Aug 11 2008, 15:13


--------------------
Who will guess as is deciphered BAZEF ?

NEED HELP WITH MODELS IF CAN HELP SEND ME PM
 
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Dan
post Aug 13 2008, 21:56
Post #216


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Hi, do you guys know how I can apply dammage textures on something?
 
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modEmMaik
post Aug 13 2008, 22:16
Post #217


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A quite good tutorial is available at the ArmA wiki

I think it should target you bike. You will get a PM from me happy.gif
 
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Dan
post Aug 13 2008, 22:23
Post #218


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Thanks alot
 
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Fabiantronc
post Aug 15 2008, 05:26
Post #219


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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


--------------------

 
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modEmMaik
post Aug 19 2008, 08:16
Post #220


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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 M1 Abrams Retex. 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
 
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