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Meatball0311

Can I use the ArmA 2 soldier model to make units for OA?

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I just finished modeling my first unit and I started making it before the release of OA and used the ArmA 2 soldier model. When I am in editor my unit shows up in the F1 but when I launch mission the game crashes and I get this in my ArmA2.rpt

Warning: mar_marine\mar_marine.p3d:1 Error while trying to generate ST for points:

for multiple points...

and also this

Warning: mar_marine\mar_marine.p3d:VIEW_PILOT Error while trying to generate ST for points: 3292, 3288, 3509

Warnings in mar_marine\mar_marine.p3d:11000

Warning Message: Cannot load material file mar_marine\data\mar_marpat_cammies.rvmat.

Cannot load material file mar_marine\data\mar_marpat_cammies.rvmat

Wrong vertex mapping for person collision geometry found in mar_marine\mar_marine.p3d. Selection 9a not found

so I understand that I need to correct these but my question is what unbinarized .p3d model can I use for OA CO????? or am I just making a mistake in the model?

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A2 sample model should work.

Don't need to worry about the ST points error. I am assuming you have NOT binarized your addon prior to testing it..

Cannot load material file mar_marine\data\mar_marpat_cammies.rvmat.

It can't read the rvmat file. Your path to it is either wrong, or pboprefix is wrong.

Wrong vertex mapping for person collision geometry found in mar_marine\mar_marine.p3d. Selection 9a not found

I guess this is the actual issue crashing your game. Recheck your geo LOD. Also, there is at least one selection in model.cfg that is not defined

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are you telling me that there is a sample soldier for arma 2 ?

ive been using the arma 1 bisoldier all this time -_ - :S

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thanks pufu

:) time for oxygen 2

oh cool , its config.bin

i only know how to use the config.cpp , when cfg.faces cfg.vehicle well a lot of stuff that i had to learn by my self xd

how to go 2 cpp to .bin

how to go 2 .bin to .cpp

cuzwhen i convert it to .cpp for modfiing it and then i get it back to .bin ,its giving me a error something about " end of file " i posted it on armaholic , xD 1 month and nobody responded

also you dont need to get in the skeleton ? because with the bisoldier i had to joi nem , also make a script of the skeleton , how works this? also the head its not its place , " the soldier has no head " i supose that , that is for the replace ment of the textures , of the marines faces and hands ,

and why binarizace or binarize whatever , do yu have to binarzie this soldier after making it? because you didnt have to with the bisolider

AND THE MOST IMPORTANT

How do i merge only , the US equip of the arma 1 bisoldier , into the bisoldier " You know the Pasgt helmet the pouches , only that stuff , its on a selection so maybe its easy idk

ok ok sorry np , its just control c on it and control v on the test soldier LOL , i type in the cas ethat somebody wants to know it xd

will happend soemthign if i delete the rest of the lods , i did it with the bisoldier and it was rlly useful , for not having to edit everyone

Edited by deltaGhost
some doubts

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unless you want your downloaders to have a really 'laggy' experience with your units, i suggest you put your res lods back.

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thanks for the comments.. I fixed a few things, but still the game crashes when I launch mission..

this is what my arma2.rpt is saying:

Updating base class Land->, by mar_dmarpat_marines\config.cpp/CfgVehicles/Man/

Updating base class CAManBase->Man, by mar_dmarpat_marines\config.cpp/CfgVehicles/SoldierWB/

Updating base class Man->CAManBase, by ca\characters2\config.bin/CfgVehicles/SoldierWB/

Updating base class TalkTopics->TalkTopics, by ca\characters2\config.bin/CfgVehicles/SoldierWB/TalkTopics/

Updating base class ->SoldierWB, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Base/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Light/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/

Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/

Updating base class ->Land, by 3rdview\config.cpp/cfgVehicles/Man/

Exe version: 1.07.71750

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

Warning: mar_dmarpat_marines\mar_squadleader_1.p3d:1 Error while trying to generate ST for points:

for multiple points then it reports this:

Warning: Unsupported UVSet 2

Warning: special LOD contains 2nd UV set.

Warnings in mar_dmarpat_marines\mar_squadleader_1.p3d:10000

Warnings in mar_dmarpat_marines\mar_squadleader_1.p3d:11000

this is my first unit model. my UV only has one UV set? could this be the prob?

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have you added the model name to your model.cfg file? Not doing so will cause the game to crash and iirc doesnt have any errors in the rpt.

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Warning: Unsupported UVSet 2

Warning: special LOD contains 2nd UV set.

Warnings in mar_dmarpat_marines\mar_squadleader_1.p3d:10000

Warnings in mar_dmarpat_marines\mar_squadleader_1.p3d:11000

Go to: Surfaces -> UV sets ->

Normally there should only be 1 UV set in that list (above Add/Delete Active etc...). It should only contain "v Active 0".

I guess in your case you will have a second one or even more.

I had it also awhile back when copy pasting lods and items.....

You just need to click on the UVset that you don't need (clicking on it will set it active) and then "Delete active".

I might be wrong here, but i even think "mar_squadleader_1.p3d:10000" stands for the first res LOD and mar_squadleader_1.p3d:11000 the second res lod. Again not sure, but might limite your search where the second UVset is located.

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But show us what , config.cpp or config.bin are you using

i thin kthat i know wich one it is , and xD its not so useful dude

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Both 10000 & 11000 are Shadow LoD's. So check those for a 2nd UV set.

Most people don't purposefully create Shadow 1000 LoD's (LoD 11000 in your warning message) in their models especially in character models as I beleive this LoD was more intended for use with trees, maybe wrong there.

However, it usually is created into an odol whenever you binarize a model. And, usually doesn't turn up in people's mlod's unless converted back from odol to mlod.

Most commonly people only have a ShadowVolume 0.000 LoD & maybe a ShadowVolume 10.000 LoD which end up as LoD's 10000 & 10010 in the odol. When binarize runs over the model it most often adds the ShadowVolume 1000 LoD in (which ends up as 11000) but usually with nothing in it.

Of course the warning message in the .log file might not be referring to the Shadow LoD's and might in fact be referring to one of the other 'special' LoD's like Geometry or something. The .log file can be a bit flakey at times, so check them all.

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Thanks for all the comments...

I am not using a model.cfg... do I need one?

I am going to go back and look at the original ArmA 2 model and see if I can locate this uv set 2. Because i have deleted all the uv sets except for uv set 0.

Basically I opened up other unit addons to get an idea of what I need to get my unit model in game. I am only using a config.cpp atm.. I dont know if I need to use anything else with it. Here is my config.cpp

#define _ARMA_

//Class config.bin{

class CfgPatches

{

class MAR_DMARPAT_MARINES

{

units[] =

{"MAR_DMARPAT_MARINES_BASE","MAR_DMARPAT_MARINES_Sqdleader"};

weapons[] = {};

requiredVersion = 1;

requiredAddons[] = {"CAData","CACharacters","CAWeapons","CA_Heads"};

};

};

class Man;

class Custom;

class Default;

class CfgVehicleClasses

{

class Man;

class CAManBase: Man

{

class TalkTopics;

class HitPoints

{

class HitHead;

class HitBody;

};

};

class MAR_DMARPAT_MARINES

{

displayName = "Men (Desert)";

};

};

class CfgVehicles

{

class Man

{

class TalkTopics;

class HitPoints

{

class HitHead;

class HitBody;

};

};

class SoldierWB: Man

{

class TalkTopics: TalkTopics{};

};

class MAR_DMARPAT_MARINES_BASE: SoldierWB

{

vehicleClass = "MAR_DMARPAT_MARINES";

identityTypes[] = {"Head_USMC","USMC_TacticalGlasses"};

faceType = "Man";

genericNames = "EnglishMen";

model = "\mar_dmarpat_marines\mar_marine";

portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";

picture = "\Ca\characters\data\Ico\i_null_CA.paa";

icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

scope = 0;

faction = "USMC";

cost = 80000;

camouflage = 1.8;

accuracy = 2.0;

class HitPoints: HitPoints

{

class HitHead: HitHead

{

armor = 0.85;

};

class HitBody: HitBody

{

armor = 1;

passThrough = 0.8;

};

};

class Wounds

{

tex[] = {};

mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "mar_dmarpat_marines\data\marpat\mar_marpat_cammies.rvmat", "mar_dmarpat_marines\data\mar_marine_body_wound1.rvmat", "mar_dmarpat_marines\data\mar_marine_body_wound2.rvmat"};

};

class TalkTopics: TalkTopics

{

core_en = "Core_Full";

};

languages[] = {"EN"};

};

class MAR_DMARPAT_MARINES_Sqdleader: MAR_DMARPAT_MARINES_BASE

{

scope = 2;

accuracy = 3.9;

displayName = "DMARPAT Squad Leader 1";

model = "\mar_dmarpat_marines\mar_squadleader_1";

weapons[] = {"M16A4","NVGoggles","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio"};

magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade_West","HandGrenade_West","HandGrenade_West","HandGrenade_West"};

respawnWeapons[] = {"M16A4","NVGoggles","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio"};

respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade_West","HandGrenade_West"};

};

};

//};

---------- Post added at 09:05 AM ---------- Previous post was at 08:42 AM ----------

I removed all of the uv sets (except 0) from all the lod's both in my mar_marine and mar_squadleader_1.p3d and now I am just getting the

Warning: mar_dmarpat_marines\mar_squadleader_1.p3d:1 Error while trying to generate ST for points

for multiple points

and this

Warnings in mar_dmarpat_marines\mar_squadleader_1.p3d:11000

I removed all resolution lod's and only have res 0.000 for my resolutions... and also just one shadow 0.000 lod

Edited by Meatball0311

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I am not using a model.cfg... do I need one?

Well, you can include the model.cfg in your config but its better to keep it seperate, I believe there is a model.cfg in the sample Arma2 model download so you might as well use that one.

Either way, you need a model.cfg otherwise your model wont work in game as it wont know what skeleton to use or any of the selections its meant to have (afaik).

You need to add the name of your P3D to the model.cfg, something like:

class mar_squadleader_1: ArmaMan {};

Can't remember exactly where that goes off the top off my head (and w/o access to a model.cfg atm). Maybe look for a similar BIS entry (i know it goes nearer the bottom)

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Well, you can include the model.cfg in your config but its better to keep it seperate, I believe there is a model.cfg in the sample Arma2 model download so you might as well use that one.

Either way, you need a model.cfg otherwise your model wont work in game as it wont know what skeleton to use or any of the selections its meant to have (afaik).

You need to add the name of your P3D to the model.cfg, something like:

Can't remember exactly where that goes off the top off my head (and w/o access to a model.cfg atm). Maybe look for a similar BIS entry (i know it goes nearer the bottom)

Appreciate the advice and I tried it out and still the mission is crashing. I spent all day yesterday correcting things and still am getting some of the same errors. Some went away but the model is crashing the game.

1. I am using binks us soldier template and made some model alterations by copying from the BIS soldier example the gear (helmet, radio, pouches, etc...)

2. Made a new View-Pilot lod with the added gear included

3. Made proper res LOD (1.000 - 5.000)

4. Kept the other LOD's the same as Binks US Soldier template (ShadowVolume 0.000, Geometry, Memory, LandContact, Hit-points, Fire Geometry)

5. Removed all UV sets from all LOD's except UV Set 0.

6. My config.cpp

#define true 1

#define false 0

class CfgPatches {

class mar_dmarpat_marines {

units[] = {"MAR_DMARPAT_rifleman"};

weapons[] = {};

requiredVersion = 1.0;

requiredAddons[] = {};

};

};

class CfgVehicleClasses {

class MAR_DMARPAT_MARINES {

displayName = "Men (Desert)";

};

};

class CfgVehicles {

class All {};

class AllVehicles : All {};

class Land : AllVehicles {};

class Man : Land {};

class Soldier : Man {};

class Civilian : Man {};

class USMC_Soldier_Base : Soldier {};

class USMC_Soldier : USMC_Soldier_Base {};

class USMC_Soldier_Light : USMC_Soldier {};

class MAR_DMARPAT_rifleman : USMC_Soldier_Light {

vehicleClass = "MAR_DMARPAT_MARINES";

displayName = "DMARPAT Rifleman";

model = "\mar_dmarpat_marines\mar_rifleman";

class Wounds {

tex[] = {};

mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "mar_dmarpat_marines\data\marpat\mar_marpat_cammies.rvmat", "mar_dmarpat_marines\data\mar_marine_body_wound1.rvmat", "mar_dmarpat_marines\data\mar_marine_body_wound2.rvmat"};

};

};

};

7. Added a model.cfg and put the name of my unit at the end:

class CfgSkeletons {

class Default {

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};

};

class Vehicle : Default {};

class Car : Vehicle {

skeletonBones[] = {"drivewheel", "", "wheel_1_1_damper_land", "", "wheel_1_2_damper_land", "", "wheel_1_3_damper_land", "", "wheel_1_4_damper_land", "", "wheel_2_1_damper_land", "", "wheel_2_2_damper_land", "", "wheel_2_3_damper_land", "", "wheel_2_4_damper_land", "", "wheel_1_1_damper", "wheel_1_1_damper_land", "wheel_1_2_damper", "wheel_1_2_damper_land", "wheel_1_3_damper", "wheel_1_3_damper_land", "wheel_1_4_damper", "wheel_1_4_damper_land", "wheel_2_1_damper", "wheel_2_1_damper_land", "wheel_2_2_damper", "wheel_2_2_damper_land", "wheel_2_3_damper", "wheel_2_3_damper_land", "wheel_2_4_damper", "wheel_2_4_damper_land", "wheel_1_1_steering", "wheel_1_1_damper", "wheel_1_2_steering", "wheel_1_2_damper", "wheel_1_3_steering", "wheel_1_3_damper", "wheel_1_4_steering", "wheel_1_4_damper", "wheel_2_1_steering", "wheel_2_1_damper", "wheel_2_2_steering", "wheel_2_2_damper", "wheel_2_3_steering", "wheel_2_3_damper", "wheel_2_4_steering", "wheel_2_4_damper", "wheel_1_1", "wheel_1_1_steering", "wheel_1_2", "wheel_1_2_steering", "wheel_1_3", "wheel_1_3_steering", "wheel_1_4", "wheel_1_4_steering", "wheel_2_1", "wheel_2_1_steering", "wheel_2_2", "wheel_2_2_steering", "wheel_2_3", "wheel_2_3_steering", "wheel_2_4", "wheel_2_4_steering", "wheel_1_1_unhide", "wheel_1_1", "wheel_1_2_unhide", "wheel_1_2", "wheel_1_3_unhide", "wheel_1_3", "wheel_1_4_unhide", "wheel_1_4", "wheel_2_1_unhide", "wheel_2_1", "wheel_2_2_unhide", "wheel_2_2", "wheel_2_3_unhide", "wheel_2_3", "wheel_2_4_unhide", "wheel_2_4", "wheel_1_1_hide", "wheel_1_1", "wheel_1_2_hide", "wheel_1_2", "wheel_1_3_hide", "wheel_1_3", "wheel_1_4_hide", "wheel_1_4", "wheel_2_1_hide", "wheel_2_1", "wheel_2_2_hide", "wheel_2_2", "wheel_2_3_hide", "wheel_2_3", "wheel_2_4_hide", "wheel_2_4", "OtocVez", "", "OtocHlaven", "OtocVez", "damageHide", "", "damageVez", "OtocVez", "damageHlaven", "OtocHlaven", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "mph", "", "rpm", "", "fuel", "", "fuel_1", "", "fuel_01", "", "fuel_2", "", "fuel_3", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", "glass1", "damageHide", "glass2", "damageHide", "glass3", "damageHide", "glass4", "damageHide"};

};

class Flag : Default {};

class FlagCarrier : Default {

skeletonInherit = "Default";

skeletonBones[] = {"stozar", "", "vlajka", ""};

};

class Head {

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] = {"neck", "", "neck1", "neck", "head", "neck1", "jaw", "head", "chin", "head", "jaw_rf", "head", "jaw_rm", "head", "jaw_rs", "head", "jaw_lf", "head", "jaw_lm", "head", "jaw_ls", "head", "ear_r", "head", "ear_l", "head", "lip_lc", "head", "lip_lwlb", "head", "lip_lwlf", "head", "lip_lwm", "head", "lip_lwrf", "head", "lip_lwrb", "head", "lip_rc", "head", "lip_uprb", "head", "lip_uprf", "head", "lip_upm", "head", "lip_uplf", "head", "lip_uplb", "head", "nose_tip", "head", "nose_r", "head", "nose_l", "head", "zig_lt", "head", "zig_lm", "head", "zig_lb", "head", "zig_rt", "head", "zig_rm", "head", "zig_rb", "head", "cheek_r", "head", "cheek_l", "head", "eyebrow_lb", "head", "eyebrow_lm", "head", "eyebrow_lf", "head", "corr", "head", "eyebrow_rf", "head", "eyebrow_rm", "head", "eyebrow_rb", "head", "eye_upr", "head", "eye_lwr", "head", "eye_upl", "head", "eye_lwl", "head", "cheek_rf", "head", "cheek_rm", "head", "cheek_rb", "head", "cheek_lf", "head", "cheek_lm", "head", "cheek_lb", "head", "forehead_l", "head", "forehead_m", "head", "forehead_r", "head", "l_eye", "head", "r_eye", "head", "l_pupila", "head", "r_pupila", "head", "neck_t", "head", "neck_b", "head", "neck_r", "head", "neck_l", "head", "tongue_b", "head", "tongue_m", "head", "tongue_f", "head"};

};

class OFP2_ManSkeleton {

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] = {"Pelvis", "", "Spine", "Pelvis", "Spine1", "Spine", "Spine2", "Spine1", "Spine3", "Spine2", "Camera", "Pelvis", "weapon", "Spine1", "launcher", "Spine1", "neck", "Spine3", "neck1", "neck", "head", "neck1", "HeadCutScene", "head", "jaw", "head", "chin", "head", "jaw_rf", "head", "jaw_rm", "head", "jaw_rs", "head", "jaw_lf", "head", "jaw_lm", "head", "jaw_ls", "head", "ear_r", "head", "ear_l", "head", "lip_lc", "head", "lip_lwlb", "head", "lip_lwlf", "head", "lip_lwm", "head", "lip_lwrf", "head", "lip_lwrb", "head", "lip_rc", "head", "lip_uprb", "head", "lip_uprf", "head", "lip_upm", "head", "lip_uplf", "head", "lip_uplb", "head", "nose_tip", "head", "nose_r", "head", "nose_l", "head", "zig_lt", "head", "zig_lm", "head", "zig_lb", "head", "zig_rt", "head", "zig_rm", "head", "zig_rb", "head", "cheek_r", "head", "cheek_l", "head", "eyebrow_lb", "head", "eyebrow_lm", "head", "eyebrow_lf", "head", "corr", "head", "eyebrow_rf", "head", "eyebrow_rm", "head", "eyebrow_rb", "head", "eye_upr", "head", "eye_lwr", "head", "eye_upl", "head", "eye_lwl", "head", "cheek_rf", "head", "cheek_rm", "head", "cheek_rb", "head", "cheek_lf", "head", "cheek_lm", "head", "cheek_lb", "head", "forehead_l", "head", "forehead_m", "head", "forehead_r", "head", "l_eye", "head", "r_eye", "head", "l_pupila", "head", "r_pupila", "head", "neck_t", "head", "neck_b", "head", "neck_r", "head", "neck_l", "head", "tongue_b", "head", "tongue_m", "head", "tongue_f", "head", "LeftShoulder", "Spine3", "LeftArm", "LeftShoulder", "LeftArmRoll", "LeftArm", "LeftForeArm", "LeftArmRoll", "LeftForeArmRoll", "LeftForeArm", "LeftHand", "LeftForeArmRoll", "LeftHandRing", "LeftHand", "LeftHandRing1", "LeftHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftHandRing", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "RightShoulder", "Spine3", "RightArm", "RightShoulder", "RightArmRoll", "RightArm", "RightForeArm", "RightArmRoll", "RightForeArmRoll", "RightForeArm", "RightHand", "RightForeArmRoll", "RightHandRing", "RightHand", "RightHandRing1", "RightHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightHandRing", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot"};

pivotsModel = "";

};

class WomanSkeleton {

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] = {"Pelvis", "", "Spine", "Pelvis", "Spine1", "Spine", "Spine2", "Spine1", "Spine3", "Spine2", "Camera", "Pelvis", "neck", "Spine3", "neck1", "neck", "head", "neck1", "jaw", "head", "chin", "head", "jaw_rm", "head", "jaw_lm", "head", "lip_lc", "head", "lip_lwlb", "head", "lip_lwlf", "head", "lip_lwm", "head", "lip_lwrf", "head", "lip_lwrb", "head", "lip_rc", "head", "lip_uprf", "head", "lip_upm", "head", "lip_uplf", "head", "nose_r", "head", "nose_l", "head", "zig_lt", "head", "zig_rt", "head", "cheek_r", "head", "cheek_l", "head", "eyebrow_lm", "head", "corr", "head", "eyebrow_rm", "head", "eye_upr", "head", "eye_lwr", "head", "eye_upl", "head", "eye_lwl", "head", "cheek_rf", "head", "cheek_lf", "head", "forehead_m", "head", "l_eye", "head", "r_eye", "head", "LeftShoulder", "Spine3", "LeftArm", "LeftShoulder", "LeftArmRoll", "LeftArm", "LeftForeArm", "LeftArmRoll", "LeftForeArmRoll", "LeftForeArm", "LeftHand", "LeftForeArmRoll", "LeftInHandRing", "LeftHand", "LeftHandRing1", "LeftInHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftInHandRing", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "RightShoulder", "Spine3", "RightArm", "RightShoulder", "RightArmRoll", "RightArm", "RightForeArm", "RightArmRoll", "RightForeArmRoll", "RightForeArm", "RightHand", "RightForeArmRoll", "RightInHandRing", "RightHand", "RightHandRing1", "RightInHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightInHandRing", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot"};

pivotsModel = "";

};

};

class CfgModels {

class Default {

sectionsInherit = "";

sections[] = {};

skeletonName = "";

};

class Head : Default {

sections[] = {"osobnost", "brejle"};

skeletonName = "Head";

};

class ArmaMan : Default {

sections[] = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan", "clan_sign", "Camo", "CamoB"};

skeletonName = "OFP2_ManSkeleton";

};

class ArmaWoman : Default {

sections[] = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan", "clan_sign", "Camo", "CamoB"};

skeletonName = "WomanSkeleton";

};

class Vehicle : Default {

sections[] = {"cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh"};

};

class Flag : Default {

sections[] = {"latka"};

};

class flag_auto : Flag {};

class flag_alone : Flag {};

class MAR_DMARPAT_rifleman : ArmaMan {};

};

8. Removed all named selections that are not in the model config from my model.

This is my arma2.RPT

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

Warning: mar_dmarpat_marines\mar_rifleman.p3d:1 Error while trying to generate ST for points:

*that continues on for multiple ST points, then it comes to this error

Warning: mar_dmarpat_marines\mar_rifleman.p3d:VIEW_PILOT Error while trying to generate ST for points:

*for multiple ST points in VIEW_PILOT, then it ends with this error

Warnings in mar_dmarpat_marines\mar_rifleman.p3d:11000

*I believe that this may be crashing the game, and I think this may be talking about ShadowVolume.. but I only have one ShadowVolume 0.000 and that looks to be speaking of ShadowVolume 1.000. Do I need to add a ShadowVolume 1.000????

and how to I correct those errors trying to generate ST for points???

-thanks

---------- Post added at 10:08 AM ---------- Previous post was at 08:53 AM ----------

it seems that someone helped me out and I got the mission to launch, but now there seems to be some graphical issues and he believes it is something to do with named selections...

to get it to work I had to fix the end of the model.cfg to

class mar_rifleman : ArmaMan {};

(mar_rifleman is the name of the pbo)

where do I add newly made named selections to my model.cfg?

Edited by Meatball0311

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If i was you , just restarted it , with the soldier.p3d xD

if you need helmets and puches and all that stuff take them from the bi soldier

from the bi samples :yay::yay:

you are using the FP skeleton lol

you can even throw granades , download the soldier.p3d

---------- Post added at 12:52 PM ---------- Previous post was at 12:50 PM ----------

http://www.armaholic.com/page.php?id=9375

if you use bin PBO it will automatically join everything

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it seems that someone helped me out and I got the mission to launch, but now there seems to be some graphical issues and he believes it is something to do with named selections...

Can you post a pic of the issues you are having? Is much of the model warped out of shape?

to get it to work I had to fix the end of the model.cfg to

class mar_rifleman : ArmaMan {};

(mar_rifleman is the name of the pbo)

I believe mar_rifleman is also the name of your P3D (the model itself), thats why its working, the model cfg ties the selections to the model name. So if you added a medic and called the model mar_medic you would need to have:

class mar_rifleman : ArmaMan {};

class mar_medic : ArmaMan {};

In your model.cfg, (hope that makes sense).

where do I add newly made named selections to my model.cfg?

You shouldn't need to add them, if they are things like "rightarmpouch" or "body armour" then they don't need to be added to anything. Obviously any extra pouchs/model parts need to be added to selections that will animate them in game. So as an example if I add a pouch to a units upper body I would need to add the pouch to the "Spine3" selection. (or whichever selection applies). If you don't then the new pouch won't animate in game because it doesn't "know" which part of the BI skeleton its meant to move like.

EDIT: With regards to the ST point errors, just ignore them, once you binarize your addon they wont be there.

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