Jump to content
Sign in to follow this  
skykiller

problems with bones of model

Recommended Posts

Hi all

i have a trouble and need help:

when i was started game with my model , a next error appeared:

(No entry 'bin\config.bin\CfgVehicles\A6M2\MFD\Bones.Bones)

what is this ? (SORRY FOR MY ENGLISH IF I MAKE MISTAKES)

my config :

class CfgPatches

{

class plane

{

units[] = {"a6m2 Zero"};

weapons[] = {};

requiredVersion = 0.10;

};

};

class CfgVehicles

{

class Air;

class Plane: Air

{

class NewTurret;

class ViewPilot;

};

class a6m2: Plane

{

scope = 2;

displayName = $STR_DN_Mitsubishi A6M2 Zero;

model = "\a6m2\a6m2.p3d";

icon = "\a6m2\Icon.paa";

picture = "\a6m2\bok2.paa";

side = 0;

crew = RU_Soldier_Pilot;

camouflage = 10;

audible = 6;

accuracy = 0.2;

supplyRadius = 8;

memoryPointGun = "machinegun";

memoryPointLRocket = "L raketa";

memoryPointRRocket = "P raketa";

speechSingular[] = {"KB_SU34"};

speechPlural[] = {"KB_SU34s"};

textSingular = "Zero";

textPlural = "Mitsubishi";

laserScanner = 1;

minFireTime = 30;

gunAimDown = 0.000;

weapons[]={};

magazines[]={};

threat[] = {1, 1, 1};

soundEngine[] = {"\ca\Air3\Su34\Data\Sound\su34_av8b_v6.wss", db30, 0.8};

DriverAction = "Su34_Pilot";

class ViewPilot: ViewPilot

{

initFov = 0.8; minFov = 0.3; maxFov = 1.2;

initAngleX = 0; minAngleX = -40; maxAngleX = +85;

initAngleY = 0; minAngleY = -90; maxAngleY = 90;

};

class Turrets

{

class MainTurret : NewTurret

{

body = "";

gun = "";

commanding = -1;

weapons[]={GSh301};

magazines[]={180Rnd_30mm_GSh301};

};

};

armor = 60;

damageResistance = 0.00336;

armorStructured = 1;

landingAoa = "rad 10";

landingSpeed = 165;

maxSpeed = 850; //at sea level.

flapsFrictionCoef = 0.3;

aileronSensitivity = 1.2;

elevatorSensitivity = 1;

// noseDownCoef = 1;

gearUpTime = 4.5;

gearDownTime = 3;

envelope[]=

{

// speed relative to max. speed -> lift

// 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 // rel. speed

0.0,0.4,1.9,4,6.8,8.3,8.5,7.8,6.2,3.6,2.2,1.6,1.1, 0.7,0.4,0

// 0.0,1.4,2.0,3.2,3.5,3.6,3.6,3.4,2.6,2.2,1.6,1.0 // 1.05 settings

};

class Damage

{

tex[]={};

mat[]={

"ca\air3\su34\data\Su34_01.rvmat",

"ca\air3\su34\data\Su34_01.rvmat",

"ca\air3\su34\data\Su34_01_destruct.rvmat",

"ca\air3\su34\data\Su34_02.rvmat",

"ca\air3\su34\data\Su34_02.rvmat",

"ca\air3\su34\data\Su34_02_destruct.rvmat",

"ca\air3\su34\data\Su34_interier.rvmat",

"ca\air3\su34\data\Su34_interier.rvmat",

"ca\air3\su34\data\Su34_interier_destruct.rvma t",

"ca\air3\su34\data\Su34_int_special.rvmat",

"ca\air3\su34\data\Su34_int_special.rvmat",

"ca\air3\su34\data\Su34_int_special_destruct.rvmat ",

"ca\air3\su34\data\Su34_wheels.rvmat",

"ca\air3\su34\data\Su34_wheels.rvmat",

"ca\air3\su34\data\Su34_wheels_destruct.rvmat"

};

};

class Library

{

libEnable = 0;

};

class Reflectors

{

class Left

{

color[] = {0.8, 0.8, 1.0, 1.0};

ambient[] = {0.07, 0.07, 0.07, 1.0};

position = "light_1_1_source";

direction = "light_1_1_target";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 1;

brightness = 1.0;

};

class right

{

color[] = {0.8, 0.8, 1.0, 1.0};

ambient[] = {0.07, 0.07, 0.07, 1.0};

position = "light_1_2_source";

direction = "light_1_2_target";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 1;

brightness = 1.0;

};

};

class MFD

{

borderLeft = 0.09;

borderRight = 0.02;

borderTop = 0.02;

borderBottom = 0.1;

class Bones

{

class AGLMove1

{

type=fixed;

source=altitudeAGL; // above ground level

Pos[]={0.78,0.175};

};

class AGLMove2

{

type=fixed;

pos[]={0.05,0.8};

};

class ASLMove1

{

type=linear;

source=altitudeASL; // above sea level

min=0;

max=500;

minPos[]={0.1,0.1};

maxPos[]={0.1,0.8};

};

class ASLMove2

{

type=fixed;

pos[]={0.1,0.8};

};

class VertSpeed

{

type=linear;

source=vSpeed;

min=-25;

max=25;

minPos[]={0,-0.4};

maxPos[]={0,0.4};

};

class SpdMove2

{

source=speed;

type=fixed;

Pos[]={0.3,0.175};

};

class ILS

{

type=ils;

// position when centered

pos0[]={0.5,0.4};

// position when 3-degree off in both directions

pos3[]={0.7,0.6};

};

class TargetDistanceMissile

{

type=rotational;

source=targetDist;

center[]={0,0};

min=100;

max=3000;

minAngle=-120;

maxAngle=+120;

};

class TargetDistanceMGun

{

type=rotational;

source=targetDist;

center[]={0,0};

min=100;

max=570;

minAngle=-180;

maxAngle=+90;

};

class PlaneW

{

type=fixed;

pos[]={0.5,Pos0Center};

};

};

class Draw

{

alpha=0.6;

//color[]={0.1,0.5,0.05};

color[]={0,0.3,0};

clipTL[]={0.0,0.05};

clipBR[]={1.0,0.90};

condition="on";

class Altitude

{

type=text;

align=right;

scale=1; // text size

source=altitudeAGL;

sourceScale=1;

pos[]={AGLMove1,{-0.05,-0.03},1};

right[]={AGLMove1,{0.01,-0.03},1};

down[]={AGLMove1,{-0.05,0.03},1};

};

class DimmedBase

{

alpha=0.3;

class AltitudeBase

{

type=line;

points[]={{AGLMove2,1},{ASLMove2,1}};

};

};

class Speed

{

/*type=line;

points[]={

{{0.95,0.87},1},{{0.95,0.1},1},{},

{SpdMove2,{-0.05,0},1},{SpdMove2,1}

};*/

};

class SpeedNumber

{

type=text;

align=left;

scale=1; // text size

source=speed;

sourceScale=3.6; // convert from m/s to km/h

pos[]={SpdMove2,{-0.05,-0.03},1};

right[]={SpdMove2,{0.01,-0.03},1};

down[]={SpdMove2,{-0.05,0.03},1};

};

class PlaneW

{

clipTL[]={0.0,0.1};

clipBR[]={1.0,0.90};

class LineHL

{

/*type=line;

points[]={

{PlaneW, {-0.07, 0}, 1}, {PlaneW, {-0.02, 0}, 1},

{PlaneW, {0, -0.02}, 1}, {PlaneW, {+0.02, 0}, 1},

{PlaneW, {0, +0.02}, 1}, {PlaneW, {-0.02, 0}, 1}, {},

{PlaneW, {+0.02, 0}, 1}, {PlaneW, {+0.07, 0}, 1}

};*/

};

class Velocity

{

type=line;

points[]={

{Velocity,{0,-0.02},1},{Velocity,{0.02,0},1},

{Velocity,{0,+0.02},1},{Velocity,{-0.02,0},1},

{Velocity,{0,-0.02},1}

};

};

};

class MGun

{

#define CIRCLE(bone,scale) \

{bone,{0,-scale},1},{bone,{+0.7*scale,-0.7*scale},1}, \

{bone,{+scale,0},1},{bone,{+0.7*scale,+0.7*scale}, 1}, \

{bone,{0,+scale},1},{bone,{-0.7*scale,+0.7*scale},1}, \

{bone,{-scale,0},1},{bone,{-0.7*scale,-0.7*scale},1}, \

{bone,{0,-scale},1}

#define CIRCLE_MARK(bone,scaleIn,scaleOut,angle) \

{bone,{scaleIn*sin(angle),-scaleIn*cos(angle)},1}, \

{bone,{scaleOut*sin(angle),-scaleOut*cos(angle)},1}

condition="mgun";

class Circle

{

type=line;

points[]={

CIRCLE(WeaponAim,0.07),{},

CIRCLE(WeaponAim,0.01),{},

CIRCLE_MARK(WeaponAim,0.03,0.07,-180),{},

CIRCLE_MARK(WeaponAim,0.03,0.07,+90),{},

{WeaponAim,1,TargetDistanceMGun,{0,0.04},1},

{WeaponAim,1,TargetDistanceMGun,{0,0.07},1}

};

};

};

class Missile

{

condition="missile";

class Circle

{

type=line;

points[]={

CIRCLE(WeaponAim,0.1),{},

CIRCLE_MARK(WeaponAim,0.1*0.8,0.1*1.2,-120),{},

CIRCLE_MARK(WeaponAim,0.1*0.8,0.1*1.2,+120),{},

{WeaponAim,1,TargetDistanceMissile,{0,0.1*0.8},1},

{WeaponAim,1,TargetDistanceMissile,{0,0.1*1.2},1}

};

};

class Target

{

type=line;

points[]={

{Target,{-0.05,-0.05},1},

{Target,{+0.05,-0.05},1},

{Target,{+0.05,+0.05},1},

{Target,{-0.05,+0.05},1},

{Target,{-0.05,-0.05},1}

};

};

};

class Horizont

{

/*clipTL[]={0.2,0.1};

clipBR[]={0.8,0.9};

class Dimmed

{

alpha=0.6;

class Level0

{

type=line;

points[]={

{Level0,{-0.40,0},1},{Level0,{-0.13,0},1},{},

{Level0,{+0.13,0},1},{Level0,{+0.40,0},1}

};

};

};

class LevelP5

{

type=line;

points[]={

{LevelP5,{-0.15,+0.03},1},

{LevelP5,{-0.15,0},1},{LevelP5,{+0.15,0},1},

{LevelP5,{+0.15,+0.03},1}

};

};

class LevelM5

{

type=line;

points[]={

{LevelM5,{-0.15,-0.03},1},

{LevelM5,{-0.15,0},1},{LevelM5,{+0.15,0},1},

{LevelM5,{+0.15,-0.03},1}

};

};

class LevelP10

{

type=line;

points[]={

{LevelP10,{-0.20,+0.05},1},

{LevelP10,{-0.20,0},1},{LevelP10,{+0.20,0},1},

{LevelP10,{+0.20,+0.05},1}

};

};

class LevelM10

{

type=line;

points[]={

{LevelM10,{-0.20,-0.05},1},

{LevelM10,{-0.20,0},1},{LevelM10,{+0.20,0},1},

{LevelM10,{+0.20,-0.05},1}

};

};

class LevelP15

{

type=line;

points[]={

{LevelP15,{-0.20,+0.07},1},

{LevelP15,{-0.20,0},1},{LevelP15,{+0.20,0},1},

{LevelP15,{+0.20,+0.07},1}

};

};

class LevelM15

{

type=line;

points[]={

{LevelM15,{-0.20,-0.07},1},

{LevelM15,{-0.20,0},1},{LevelM15,{+0.20,0},1},

{LevelM15,{+0.20,-0.07},1}

};

};*/

};

class ILS

{

condition="ils";

class Glideslope

{

clipTL[]={0.29,0.29};

clipBR[]={0.71,0.71};

class ILS

{

type=line;

points[]={

{ILS,{-10,0},1},{ILS,{+10,0},1},{},

{ILS,{0,-10},1},{ILS,{0,+10},1}

};

};

};

class AOABracket

{

type=line;

points[]={

{{0.42,0.78},1},{{0.4,0.78},1},

{{0.4,0.88},1},{{0.42,0.88},1}

};

};

};

};

}; // HUD

};

};

2) My model.CFG:

class Rotation;

class CfgModels

{

class Default;

class Vehicle;

class Plane: Vehicle

{

sectionsInherit="Vehicle";

sections[]=

{

"vrtule staticka",

"vrtule blur",

"zbytek"

};

skeletonName="MySkeleton";

class Animations

{

class leva_smerovka

{

type="rotation";

source="rudder";

selection="leva smerovka";

axis="osa leve smerovky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=0.523599;

angle1=-0.523599;

};

class leva_vejskovka

{

type="rotation";

source="elevator";

selection="leva vejskovka";

axis="osa leve vejskovky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=0.523599;

angle1=-0.523599;

};

class prava_vejskovka: leva_vejskovka

{

selection="prava vejskovka";

axis="osa prave vejskovky";

};

class Rotor: Rotation

{

type="rotation";

source="rotor";

selection="vrtule";

axis="osa vrtule";

sourceAddress="1";

angle0=0.000000;

angle1=6.283185;

};

class lkh_klapka

{

type="rotation";

source="aileron";

selection="lkh klapka";

axis="osa lkh klapky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=-0.261799;

angle1=0.261799;

};

class ls_klapka: lkh_klapka

{

selection="ls klapka";

axis="osa ls klapky";

};

class pkh_klapka: lkh_klapka

{

selection="pkh klapka";

axis="osa pkh klapky";

};

class ps_klapka: lkh_klapka

{

selection="ps klapka";

axis="osa ps klapky";

};

class land_move_damage

{

type="translation";

source="damage";

selection="land_move";

axis="land_move_axis";

memory=1;

minValue=0.999999;

maxValue=1.000000;

offset0=0;

offset1=-1.029000;

};

};

};

};

i am a not bad 3D artist ..... but in configwork.......

Share this post


Link to post
Share on other sites
skeletonName="MySkeleton";

But where is "MySkeleton" ?

Where is CFGSkeleton in MODEL.CFG ?

Example;

class CfgSkeletons 
{ 
  class Plane; //Define base class.
  class FW190Bones: Plane
{
	isDiscrete=1;
	skeletonInherit = "";
	skeletonBones[]=
	{
		"UnderL1","",
		"UnderR1","",
		"UnderL1a","",
		"fw190wl","UnderL1a",
		"UnderR1a","",
		"fw190wr","UnderR1a",
		"UnderL2","",
		"UnderR2","",
		"UnderL3","",
		"UnderR3","",
		"UnderT1","",
		"Canopy","",
		"Prop1","",
		"Prop2","",
		"xrudder","",
		"aileronL","",
		"aileronR","",
		"elevator","",
		"flapsL","",
		"flapsR",""
	};
};
};

Share this post


Link to post
Share on other sites

thank you gnat ) no error is appear)

but my rotor cant move and now......(((((

this is my model.CFG :

class CfgSkeletons

{

class Plane; //Define base class.

class Bones: Plane

{

isDiscrete=1;

skeletonInherit = "";

skeletonBones[]=

{

"vrtule staticka",

"vrtule blur",

"zbytek"

};

};

};

class Rotation;

class CfgModels

{

class Default;

class Vehicle;

class Plane: Vehicle

{

sectionsInherit="Vehicle";

sections[]=

{

"vrtule staticka",

"vrtule blur","osa vrtule","vrtule",

"zbytek"

};

skeletonName="Plane";

class Animations

{

class leva_smerovka

{

type="rotation";

source="rudder";

selection="leva smerovka";

axis="osa leve smerovky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=0.523599;

angle1=-0.523599;

};

class leva_vejskovka

{

type="rotation";

source="elevator";

selection="leva vejskovka";

axis="osa leve vejskovky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=0.523599;

angle1=-0.523599;

};

class prava_vejskovka: leva_vejskovka

{

selection="prava vejskovka";

axis="osa prave vejskovky";

};

class Rotor: Rotation

{

type="rotation";

source="rotor";

selection="vrtule";

axis="osa vrtule";

sourceAddress="1";

angle0=0.000000;

angle1=6.283185;

};

class lkh_klapka

{

type="rotation";

source="aileron";

selection="lkh klapka";

axis="osa lkh klapky";

memory=1;

minValue=-1.000000;

maxValue=1.000000;

angle0=-0.261799;

angle1=0.261799;

};

class ls_klapka: lkh_klapka

{

selection="ls klapka";

axis="osa ls klapky";

};

class pkh_klapka: lkh_klapka

{

selection="pkh klapka";

axis="osa pkh klapky";

};

class ps_klapka: lkh_klapka

{

selection="ps klapka";

axis="osa ps klapky";

};

class land_move_damage

{

type="translation";

source="damage";

selection="land_move";

axis="land_move_axis";

memory=1;

minValue=0.999999;

maxValue=1.000000;

offset0=0;

offset1=-1.029000;

};

};

};

};

in 3d model all is right, i think...

---------- Post added at 11:24 AM ---------- Previous post was at 11:23 AM ----------

Share this post


Link to post
Share on other sites

i think i have a problems in the config.........

because i copy bones of canopy (man told they are working) but .....its not working at my model...

my models.CFG at this time look so:

class CfgSkeletons

{

class Default;

class Vehicle;

class Plane: Vehicle

{

skeletonInherit="Vehicle";

skeletonBones[]=

{

"rotor","rotor",

"NLG","",

"NLG_WHEEL",

"NLG",

"MLG_LH","",

"MLG_LH_WHEEL",

"MLG_LH",

"MLG_RH","",

"MLG_RH_WHEEL",

"MLG_RH",

"aileronB_right",

"aileronB_left","",

"aileronT_right","",

"aileronT_left","",

"elevator left","",

"elevator right","",

"Elevator","",

"flaps_L","",

"flaps_R","",

"rudder","",

"Canopy","damageCanopy"

};

};

};

class Rotation;

class CfgModels

{

class Default;

class Vehicle;

class Plane: Vehicle

{

sectionsInherit="Vehicle";

sections[]=

{

"rotor","vrtule staticka",

"vrtule blur",

"rotor_axis",

"zbytek","canopy","canopy_axis","aileron_LH","aileron_LH_axis_","damageCanopy";

};

skeletonName="Plane";

class Animations

{

class Canopy

{

type ="rotation"; animPeriod =3;

selection ="damageCanopy"; axis ="canopy_axis";

angle0 =0; angle1 =-1.4;

};

class aileronB_left

{

memory=1;

type="rotation";

sourceAddress="clamp";

source="aileron";

selection="aileron_LH";

axis="axis_aileron_LH";

minValue=-1;

maxValue=1;

angle0="rad -25";

angle1="rad +25";

};

class aileronB_right : aileronB_left

{

selection="aileron_RH";

axis="axis_aileron_RH";

};

class rotor

{

type = "rotation";

source = "rotor";

selection = "rotor";

axis = "rotor_axis";

memory = 1;

sourceAddress ="loop";

angle0 = 0;

minValue = 0;

maxValue = 1;

angle1 = "6.3.1415";

};

class land_move_damage

{

type="translation";

source="damage";

selection="land_move";

axis="land_move_axis";

memory=1;

minValue=0.999999;

maxValue=1.000000;

offset0=0;

offset1=-1.029000;

};

};

};

};

Share this post


Link to post
Share on other sites

So CANOPY is the only bit not working?

class Canopy
{
type ="rotation";
animPeriod =3;
selection ="damageCanopy";
axis ="canopy_axis";
angle0 =0;
angle1 =-1.4;
};

You have no SOURCE=

What is the source of the animation driving the canopy?

Damage?

class Canopy
{
type ="rotation";
animPeriod =3;
source="damage";
selection ="damageCanopy";
axis ="canopy_axis";
angle0 =0;
angle1 =-1.4;
};

Share this post


Link to post
Share on other sites

I tried to do something for the example model av8b ........

damagecanopy was a major bone ......

class rotor

{

type = "rotation";

source = "rotor";

selection = "rotor";

axis = "rotor_axis";

memory = 1;

sourceAddress ="loop";

angle0 = 0;

minValue = 0;

maxValue = 1;

angle1 = "6.3.1415";

};

i have a rotor and axis for rotor ..... why this dont work ?

Share this post


Link to post
Share on other sites

"rotor","rotor",
"NLG","",
"NLG_WHEEL",
"NLG",
"MLG_LH","",
"MLG_LH_WHEEL",
"MLG_LH",
"MLG_RH","",
"MLG_RH_WHEEL",
"MLG_RH",
"aileronB_right",
"aileronB_left","",
"aileronT_right","",
"aileronT_left","",
"elevator left","",
"elevator right","",
"Elevator","",
"flaps_L","",
"flaps_R","",
"rudder","",
"Canopy","damageCanopy"

This doesn't look correct.

Always define in pairs. Always define in 2.

"rotor","",
"NLG","",
"NLG_WHEEL","NLG",
"MLG_LH","",
"MLG_LH_WHEEL","MLG_LH",
"MLG_RH","",
"MLG_RH_WHEEL","MLG_RH",
...
...

Change this;

"aileronB_right",
"aileronB_left","",

to

"aileronB_right","",
"aileronB_left","",

Maybe this;

"flaps_R","",
"rudder","",
"Canopy","damageCanopy"

change to;

"flaps_R","",
"rudder","",
"Canopy","",
"damageCanopy",""

Share this post


Link to post
Share on other sites

ineffective..........

Edited by skykiller
да пофиг

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×