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ADuke

Glasses model not working

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Hi,

I have been making my own custom glasses model, everything was working fine until recently and I am not sure how I broke my model.

The problem....

My model appears to the front, and above the character's head model, both in-game and in the Profile Editor, so there is no way it is a problem with a soldier model.

About my model....

It is a MICH 2000 with an IR strobe and a surefire helmet mount.

The entire model is defined as "head" in the selections within O2.

The model only has 1 LOD (0.00)

I am binarizing this addon, as well as all models within

The model is placed correctly, based on MLODs from other glasses addons.

Note: It does not seem to matter where the model is placed within O2, it is always in the exact same, wrong place.

The model has not been given any bones or animations within any model.cfg, anywhere.

How the model is used within config.cpp.....

class CfgGlasses 
{
class AD_MICH2000_1
{
	scope = 2;
	name = "AD MICH 2000 (OD)";
	model = "\ad_soldiers\ad_mich2000_1.p3d";
	identityTypes[] = {"AD_MICH2000_1",100};
};
};

Does anyone have any suggestions? because I am at a loss :confused:

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Hi ADuke,

Your Helmet don´t need a selection name, except you have some parts to name.

I guess "head" is not the best choice.

Have you used the sample soldiers head (i think it´s name is "bysta.p3d")

to orientate?

I had a similar fail a few month ago. One weapon was always strange in the hands, corrected it 100 times but it was always the same shit.

The proplem were the textures. I made my .paa´s with the photoshop plugin.

When i saved it as .tga files with Texview2 and the back to .paa it was fine.

I know this sounds strange but hey, it´s Arma.

Your config looks nice for me. Have a look what i use (it works fine)

class CfgPatches {

class cal68m {

units[] = {};

weapons[] = {};

requiredVersion = 1.05;

requiredAddons[] = {"CAData"};

};

};

class CfgIdentities {

class cal68_mask_dyei4 {

name = "$STR_Anything";

face = "Man";

speaker = "Male01EN";

pitch = 1;

glasses = "cal68_mask_dyei4";

};

};

class CfgGlasses {

class cal68_mask_dyei4 {

scope = 2;

name = "cal68 Mask (Dyei4)";

model = "\cal68m\dyei4.p3d";

identityTypes[] = {"cal68_mask_dyei4", 1};

disabled = 1;

};

};

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Hi Baraka,

Thanks for your reply,

A few things.....

Your Helmet don´t need a selection name

:butbut:

This is contrary to everything I have read about making a glasses model, but I am willing to try anything. From what I have read, it HAS to be defined as "head" within O2.

Have you used the sample soldiers head (i think it´s name is "bysta.p3d")

to orientate?

Ya, I have used that one to orientate, (although, the bysta model isn't in the correct spot for glasses).

In my first post I had mentioned that I had this helmet/glasses working at 1 point, and at that time it was in the correct spot.

I ended up using the models in the "AT_glasses" addon as a reference for positioning.

I had a similar fail a few month ago. One weapon was always strange in the hands, corrected it 100 times but it was always the same shit.

The proplem were the textures. I made my .paa´s with the photoshop plugin.

When i saved it as .tga files with Texview2 and the back to .paa it was fine.

I know this sounds strange but hey, it´s Arma.

Been using the same texture editing/converting process as always.

  1. Edit TGA in Photoshop
  2. Convert to PAA with TexView

Your config looks nice for me. Have a look what i use (it works fine)

Spoiler:

show spoiler

class CfgPatches {

class cal68m {

units[] = {};

weapons[] = {};

requiredVersion = 1.05;

requiredAddons[] = {"CAData"};

};

};

class CfgIdentities {

class cal68_mask_dyei4 {

name = "$STR_Anything";

face = "Man";

speaker = "Male01EN";

pitch = 1;

glasses = "cal68_mask_dyei4";

};

};

class CfgGlasses {

class cal68_mask_dyei4 {

scope = 2;

name = "cal68 Mask (Dyei4)";

model = "\cal68m\dyei4.p3d";

identityTypes[] = {"cal68_mask_dyei4", 1};

disabled = 1;

};

};

I notice that you are defining the glasses and then adding them to an identity, does this still allow you to see them in the profile editor?

Thanks again,

-AD

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I notice that you are defining the glasses and then adding them to an identity, does this still allow you to see them in the profile editor?

Yes, i have made 4 paintball-masks (helmets) and you can choose in the Character-Menü (Where u can change voice\face etc.)

I used the AT-glasses too, but i never gave special names in my selections.

Also i used only the "1.000 LOD", no geo or anything else.

If I were in your shoes, I would copy your model into one from the AT-glasses.

When it works seperate it and have a look.

Seems easier than searching the proplem for hours and hours.

I have a question to, do you know a way how to look "out of your helmet" in first person? I mean something like this: view

But not as an overlay-picture, i would love to use the model itself.

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If I were in your shoes, I would copy your model into one from the AT-glasses.

When it works seperate it and have a look.

Seems easier than searching the proplem for hours and hours.

omg

Allow me to reiterate from my first post:

Note: It does not seem to matter where the model is placed within O2, it is always in the exact same, wrong place.

I have been positioning and repositioning it all day long, and when I test (each time), it is always in the exact same place in relation to the character model.

UPDATE:

Removed "head" selection name in O2 and tested = no change

Repositioned for the billionth time = no change

Changed 0.00 LOD to a 1.00 LOD = no change

I have a question to, do you know a way how to look "out of your helmet" in first person? I mean something like this: view

But not as an overlay-picture, i would love to use the model itself.

At risk of having my thread hijacked I will answer this question....

You will need to make a "View-Pilot" LOD in your glasses model, put anything in that LOD that you want to "look out of", make sure it is positioned in the same spot as in the 1.00 LOD.

Back to my issue:

Still taking suggestions.

-AD

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Allow me to reiterate from my first post:

Quote: Note: It does not seem to matter where the model is placed within O2, it is always in the exact same, wrong place.

Yes,i got the message. But sometimes a model won´t work, no matter what you try.

Seems that i can´t help you,sorry.

OT: the view-pilot Lod is for vehicles, a glass is none. Have tried this first ofcourse.

Good luck with your problem!

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the view-pilot Lod is for vehicles, a glass is none. Have tried this

No, it's not, it's for soldier models as well, trust me I have been making soldier models for going on a decade.

Download the BIS sample models, take a look at the "soldier.p3d" do you see the View-Pilot LOD?

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Download the BIS sample models, take a look at the "soldier.p3d" do you see the View-Pilot LOD?

Yeah sure, that´s right. But Soldiers are vehicles too for the engine.

They have the pilot view ´couse you can see the arms and legs.

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OK, moving on....

Does ANYONE have any suggestions?

I feel like I have tried everything.

:(

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Without having though too much about it, try adding "Head" rather than "head". Sometimes only upper case works (and normally the BIS selections are done in Upper case)

EDIT, also, to test quickly you can change the NVG proxy on a sample model and direct it to your glasses model and it will show up in buldoxer :)

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Thanks for your reply Stalker,

What ended up happening was I scrapped the original model that I was working with.

Ended up making a fresh MICH 2001 model and that one worked with no issues.

The only thing that I can figure as to why the original model didn't work was that I had changed the uv mapping because I was adding goggle straps and an ir strobe and what not, guess the engine didn't like that.

Go figure,

-AD

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The model wasn't over 12000 polies or so, was it?

I don't think so, but not positive since I have deleted it.

I remember the size being 517 kb before binarizing, the current one that I have (which works) is about the same.

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If something has over something like 32k vertex normals, it can't be displayed in DirectX.

Sometimes if you have weird problems that can't be resolved, it helps to export the file as a bi text, then start a new scene and reimport it. That often clears up random file corruption.

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If something has over something like 32k vertex normals, it can't be displayed in DirectX.

Sometimes if you have weird problems that can't be resolved, it helps to export the file as a bi text, then start a new scene and reimport it. That often clears up random file corruption.

OK, thanks, I'll remember that.

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