fuzzysquirrel 10 Posted December 21, 2010 (edited) Alright. So I started working on my first addon, Just a Model from 3ds to Arma. I've got it working in-game, but My Geometry LOD is buggy. It stops stuff from passing through it to a certain extent. However I can still run through the hood/back and drive through other static objects. Things I did; Create the GEO Lod (using a copy of the 0.000 Lod) Tried Scaling it to fit inside of the model (also tried leaving it unscaled) Added weight, and Sharpened Edges (Also tried smoothing). I can't seem to make it solid no matter what I do, Any advice? Video Of Problem 7OkLX6IUO-8 Edited December 21, 2010 by FuzzySquirrel Share this post Link to post Share on other sites
PuFu 4600 Posted December 21, 2010 Geo LOD doesn't need to be that complex. (as LOD 0) Try with a simple shaped box, where every vertice is welded, convex, hard edged Share this post Link to post Share on other sites
fuzzysquirrel 10 Posted December 21, 2010 pufu said: Geo LOD doesn't need to be that complex. (as LOD 0)Try with a simple shaped box, where every vertice is welded, convex, hard edged See. I tried that, but I am terrible at placing Verts. I will try it again since I saved my last attempt. Share this post Link to post Share on other sites
PuFu 4600 Posted December 21, 2010 then try with just a simple box, the size of the vehicle Share this post Link to post Share on other sites
[frl]myke 15 Posted December 21, 2010 Maybe a screenshot of the Geo LOD in O2 would be helpful. ;) Share this post Link to post Share on other sites
PuFu 4600 Posted December 21, 2010 Quote Myke;1816974']Maybe a screenshot of the Geo LOD in O2 would be helpful. ;) Oh my GOD! I see it now: Myke is always right :P Share this post Link to post Share on other sites
[frl]myke 15 Posted December 21, 2010 pufu said: Oh my GOD! I see it now: Myke is always right :P Nope, he isn't. Just want to see if the problem could be located by a screenshot of the Geo LOD, not more. Share this post Link to post Share on other sites
fuzzysquirrel 10 Posted December 21, 2010 Yea. Even with a simple LOD like the one it the picture it's happening. Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 21, 2010 I only see 1x "ComponentXX" named sections ....... If you did the menu; STRUCTURE -> TOPOLOGY -> FIND COMPONENTS you would have 1 named section for each separate block. Wont work correctly until thats done. Share this post Link to post Share on other sites
fuzzysquirrel 10 Posted December 21, 2010 Quote Gnat;1816998']I only see 1x "ComponentXX" named sections .......If you did the menu; STRUCTURE -> TOPOLOGY -> FIND COMPONENTS you would have 1 named section for each separate block. Wont work correctly until thats done. Oh. I guess that's what I get for using a guide from OFP. Thanks For the help guys! I'll be back if it doesn't work. Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 21, 2010 FuzzySquirrel said: I guess that's what I get for using a guide from OFP. ? ... thought OFP was the same actually. Share this post Link to post Share on other sites
[frl]myke 15 Posted December 21, 2010 See Pufu? One pic of the Geo LOD showed immediately the cause of the problem. :p Share this post Link to post Share on other sites
fuzzysquirrel 10 Posted December 21, 2010 Quote Gnat;1817005']? ... thought OFP was the same actually. I thought so too, but the guide only said to make one Component. Also, Slightly Offtopic, but how do I get the Interior View to attach to the Driver Proxy instead of sitting in the center of the model? Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 21, 2010 FuzzySquirrel said: Also, Slightly Offtopic, but how do I get the Interior View to attach to the Driver Proxy instead of sitting in the center of the model? I dont see a VIEW-PILOT and a VIEW-CARGO LODs, so you'll never get a proper internal view. If your Resolution LOD (0.000) also has your interior mesh, you copy that lod twice and call it VIEW-PILOT and a VIEW-CARGO. Detail like wheels etc can be deleted from those LOD because you can never see them from inside the cab, so thats unnessisary detail. In all of those lods you should have your driver proxy and your cargo proxies. Actual "view from their eyes" will then happen for driver and cargo. Share this post Link to post Share on other sites
fuzzysquirrel 10 Posted December 21, 2010 Quote Gnat;1817032']I dont see a VIEW-PILOT and a VIEW-CARGO LODs' date=' so you'll never get a proper internal view.If your Resolution LOD (0.000) also has your interior mesh, you copy that lod twice and call it VIEW-PILOT and a VIEW-CARGO. Detail like wheels etc can be deleted from those LOD because you can never see them from inside the cab, so thats unnessisary detail. In all of those lods you should have your driver proxy and your cargo proxies. Actual "view from their eyes" will then happen for driver and cargo.[/quote'] Thanks Gnat. One More Question (Sorry, I'm a noob) For the Wheel Animations, Do I need to add a config line for that because I have the Contact Points and whatnot set, but the wheels don't rotate. Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 21, 2010 NP F.S. Bit more to wheels (and other animation) than that. I'm guessing you havent got a MODEL.CFG file going. You need to check a few tutorials about using that and naming your wheels and making axis points in the memory LOD. See also here; http://community.bistudio.com/wiki/Model_Config and http://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model Share this post Link to post Share on other sites
fuzzysquirrel 10 Posted December 22, 2010 Alright. So I setup a model config (Not right as I'll explain) and I defined everything which to my understanding was right, but its apparently not. What I did. Named the selections in O2 Wrote the Config Told my Config.bin to #include model.cfg (for when I Binarised it Started the game and admired nothing. Anyway, Here's the Config class CfgSkeletons { class Vehicle; class Car: Vehicle { isDiscrete=1; skeletonInherit="Vehicle"; skeletonBones[]= { "wheelFL","levy predni", "wheelRL","Levy zadni", "wheelFR","pravy predni", "WheelRR","pravy zadni" }; }; }; class CfgModels { class Vehicle; class Car: Vehicle { sectionsInherit="Car"; sections[]= { "wheelFL","levy predni", "wheelRL","Levy zadni", "wheelFR","pravy predni", "WheelRL","pravy zadni" }; class frontwheelR { type="rotationY"; source="drivingWheel"; selection="wheelFR"; axis="pravy predni"; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class frontwheelL: frontwheelr { selection="wheelFL"; axis="levy predni"; }; class FrontWheelR1 { type="rotationX"; source="wheel"; selection="pravy predni"; axis=""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheelRR: FrontWheelR1 { selection="pravy zadni"; }; class wheelRL: FrontWheelR1 { selection="levy zadni"; }; class wheelFL: FrontWheelR1 { selection="levy predni"; }; }; } Share this post Link to post Share on other sites
[frl]myke 15 Posted December 22, 2010 Quote Told my Config.bin to #include model.cfg (for when I Binarised it Don't. Just name the file "model.cfg" and have it alongside the relevant .p3d file. Upon binarizing, the model.cfg is merged with the .p3d file (not the config). Next thing, model classname has to fit with the .p3d filename. Looking at your O2 screenshot, i guess the filename is hummer.p3d class CfgModels { class Vehicle; class hummer: Vehicle The most complicated things is to get the bones correct. I'm not good at explaining this so i hope this link might help for this: http://community.bistudio.com/wiki/Model_Config Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 22, 2010 (edited) Looks close FS, but you may be getting a problem here; class CfgSkeletons { class Vehicle; class Car: Vehicle { You need your OWN definition, you shouldnt call a skeleton by a name already used by BIS Try; class CfgSkeletons { class Car; class FSQSkeleton: Car { ..... ..... ..... class cfgModels { class Car; class NameOfMyP3DFile: Car { skeletonName = "FSQSkeleton"; sectionsInherit="Car"; sections[]= { .... .... .... EDIT: If this is setup correctly, with Buldozer preview and your center Mouse wheel, you can select animations (click) and roll the mouse wheel to see the animating at work. Edited December 22, 2010 by [APS]Gnat Share this post Link to post Share on other sites
fuzzysquirrel 10 Posted December 22, 2010 When I open it in buldozer I get an error saying "No Entry: bin\config.ccp.CfgSkeletons" Should I have something in my Config pointing to the model.cfg? Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 22, 2010 Sounds like you havent De-PBO'ed the Bin.pbo and Core.pbo (both in the game dta directory) and maybe the language pbo, into your P drive. Share this post Link to post Share on other sites