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fuzzysquirrel

Geometry Problem

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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 by FuzzySquirrel

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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

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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.

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then try with just a simple box, the size of the vehicle

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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

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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.

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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.

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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.

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I guess that's what I get for using a guide from OFP.

? ... thought OFP was the same actually.

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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?

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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.

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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.

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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

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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";
		};		
};
}

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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

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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 by [APS]Gnat

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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?

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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.

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