excess3 11 Posted February 5, 2011 hello i have arma 2 saple characters and want to change the helmet of it, i have 3d model of helmet in max and i have sample model in oxygen2 any ideas or tutorials that could help me ? Share this post Link to post Share on other sites
Baraka 10 Posted February 5, 2011 (edited) hello i have arma 2 saple characters and want to change the helmet of it,i have 3d model of helmet in max and i have sample model in oxygen2 any ideas or tutorials that could help me ? Welcome to the Forum. The Head from the Soldier is seperate from the Body. When i remember right it´s called "bysta" or so. Take the head for the proberties and import your helmet into O2. When your helmet is scaled you can delete the head and save the helmet. You will need a config like this for it: class CfgPatches { class myhelmet { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgIdentities { class myhelmet { name = "$STR_Anything"; face = "Man"; speaker = "Male01EN"; pitch = 1; glasses = "helmet"; }; }; class CfgGlasses { class myhelmet { scope = 2; name = "yourname"; model = "\bla\blupp.p3d"; identityTypes[] = {"myhelmet", 1}; disabled = 1; }; With this done you can use your helmet with the sample soldier, or you can gear it like a google in your customization menü. When your soldier should have it all the time you can simple make it in his config with this: class testsoldier : USMC_Soldier { scope = 2; weapons[] = {}; displayName = "helmet test"; vehicleClass = "test"; identityTypes[] = {"myhelmet"}; model = "\bla\plopp.p3d"; This is out of my head with a little copy+paste. So there is no guarantee that it works. Hope it will help. Edited February 5, 2011 by Baraka Share this post Link to post Share on other sites
excess3 11 Posted February 5, 2011 tnx for reply , do i need to weight the vertexes so helmet will follow the head somehow ? i if i import 3ds and replace soldier helmet on mine will it follow animations ? Share this post Link to post Share on other sites
Baraka 10 Posted February 5, 2011 U use the RU-Soldier right? Don´t know atm if the vanilla helmet in your example is already on the head. If yes it will work for sure when u simple change the model. It´s important that all selections are named correct.Your animations will going crazy if not! Share this post Link to post Share on other sites
excess3 11 Posted February 5, 2011 i use BISoldier semple , yep it has helmet , so waht i need to do just remove it and scale mine model to its position? what about pivot and applying texture? also if i want to add vest geometry to the body can i just atach it somehow? Share this post Link to post Share on other sites
Baraka 10 Posted February 5, 2011 i use BISoldier semple , yep it has helmet , so waht i need to do just remove it and scale mine model to its position? what about pivot and applying texture?also if i want to add vest geometry to the body can i just atach it somehow? Texturing is your job before ofcourse. You can attach what u want on the vest.But you have some points merged with the BI-model.That´s for the Animations. Share this post Link to post Share on other sites
sarge4267 16 Posted February 28, 2011 Hey sorry to break into this thread. I also want to be able to select a custom helmet I made in the player profile section. I have the US soldier template and then what? I don't really understand it sorry. thanks in advance Share this post Link to post Share on other sites
daveygary1979 14 Posted February 28, 2011 as baraka mentioned earlier you can model the helmet in maya / 3ds max and use the bystra (bi head reference model) as a reference for the size of the helmet (us it as a reference once it is in O2 though if you do it in maya etc the scale will be off). once you have done that and sucessfully got it into O2 and scaled correctly now its time to position it for use in the game, DO NOT position it on the soldier model as it will be floating about 6 foot above the models head! you are best to use this mod to position it http://www.armaholic.com/page.php?id=5818&a=dl (remember to give credit to all modders work you use in creating your mod) this will give you a reference as to where the helmet should be positioned in relation to the head! i think there is also a sample cfg that you can get an idea of what you need to do in there too! here is what i made and have ingame http://forums.bistudio.com/showthread.php?t=114661 http://www.armaholic.com/forums.php?m=posts&q=13434&n=last#bottom on the last one you can see items i created and added to the stock bi models! the problem i found with the complete helmet model is i dont have the correct lighting when non game world shadows are involved, this problem never arose when i just added items to the existing bi helmet though ( i am stumped) if you manage to work that out let me know :p Share this post Link to post Share on other sites
sarge4267 16 Posted March 1, 2011 as baraka mentioned earlier you can model the helmet in maya / 3ds max and use the bystra (bi head reference model) as a reference for the size of the helmet (us it as a reference once it is in O2 though if you do it in maya etc the scale will be off).once you have done that and sucessfully got it into O2 and scaled correctly now its time to position it for use in the game, DO NOT position it on the soldier model as it will be floating about 6 foot above the models head! you are best to use this mod to position it http://www.armaholic.com/page.php?id=5818&a=dl (remember to give credit to all modders work you use in creating your mod) this will give you a reference as to where the helmet should be positioned in relation to the head! i think there is also a sample cfg that you can get an idea of what you need to do in there too! here is what i made and have ingame http://forums.bistudio.com/showthread.php?t=114661 http://www.armaholic.com/forums.php?m=posts&q=13434&n=last#bottom on the last one you can see items i created and added to the stock bi models! the problem i found with the complete helmet model is i dont have the correct lighting when non game world shadows are involved, this problem never arose when i just added items to the existing bi helmet though ( i am stumped) if you manage to work that out let me know :p Hi, thanks for the response. First of all: what LOD's do I need to create? Secondly: I used the addon config as an example and I ended up using this config: class CfgPatches { class myhelmet { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgGlasses { class myhelmet { scope = 2; name = "yourname"; model = "\helm\model\helm.p3d"; identityTypes[] = {"myhelmet", 1}; disabled = 1; }; It doesn't show up in the player profile section where you select your glasses. Is this config ok? Do I save it as config.cfg or config.cpp or...? And last but not least: Im' not creating a public addon, just playing around :) thanks for your help already Share this post Link to post Share on other sites
daveygary1979 14 Posted March 1, 2011 i will take a look at my configs when i get off base later and let you know, i think i used the .cpp extension but as far as how the config should look i will have to take a look. Share this post Link to post Share on other sites
sarge4267 16 Posted March 1, 2011 i will take a look at my configs when i get off base later and let you know, i think i used the .cpp extension but as far as how the config should look i will have to take a look. ok thanks. take care ;) Share this post Link to post Share on other sites
ardvarkdb 104 Posted March 1, 2011 Sarge4267 - I think the issue is this line "disabled = 1;". Change the 1 to a 0 and it should show up. Share this post Link to post Share on other sites
sarge4267 16 Posted March 1, 2011 (edited) Sarge4267 - I think the issue is this line "disabled = 1;". Change the 1 to a 0 and it should show up. will try it..i'll let you know what happens ---------- Post added at 08:17 PM ---------- Previous post was at 07:48 PM ---------- Sarge4267 - I think the issue is this line "disabled = 1;". Change the 1 to a 0 and it should show up. Ok it worked..but now I have an issue with positioning the helmet. I tried unpacking some addons to look how they placed their model, like the tactical glasses, but the models are binarized so I can only see bounding boxes. Do you have any reference on how to make it look correct? Edited March 1, 2011 by sarge4267 Share this post Link to post Share on other sites
ardvarkdb 104 Posted March 1, 2011 Download this addon for positioning help: AT Glasses These are unbinarized, including the config so you don't have to unrap it. There are heads in here that provide an excellent reference. Hope that helps. Share this post Link to post Share on other sites
daveygary1979 14 Posted March 2, 2011 i am glad you figured it out! as i mentioned and ardvarkdb just mentioned the at glasses pack has unbinarized models for you to position your models around, (i copied the bystra model in there from the arma 2 sample models, positioned that with the existing models and then placed my models on that) this was a big help for me anyhow! Share this post Link to post Share on other sites
sarge4267 16 Posted March 2, 2011 thanks dave and ardvark. There seems to be either a problem with the pbo or with my unpbo. I tried to unpbo the file but when I click extract nothing really happens. sorry for all the questions ---------- Post added at 03:02 PM ---------- Previous post was at 02:54 PM ---------- ok nvm..i tried unpbo--> didn't work I tried eliteness--> did work. Thanks for all your help guys!! ;):) Share this post Link to post Share on other sites
daveygary1979 14 Posted March 2, 2011 No problem bud Share this post Link to post Share on other sites