Thanatos-san 7 Posted January 31, 2012 So hello! as far as I know BIS gives you right to edit Sample Models that you can download so I thought I could try and learn how to model weapons since I know how to texture stuff, so I came up with a little plan to edit a PKM (PK LMG) and basically add a aimpoint scope into it. Could anyone point me into right directions for tutorials or anything like that? (I guess its still fine to like "take out" aimpoint from M14A4 or so and add it into the PKM) Thank you! Norton Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 quite easy really :) using oxygen2, select the aimpoint model from the m4 then copy/paste this onto the pkm model and position it where you feel is correct then switch to the memory LOD and select the eye vertice, move this in line with the aimpoint and this will make your player look through the scope and not the iron sights and of course make sure you get the textures :) then config her up and should be good to go Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 quite easy really :) using oxygen2, select the aimpoint model from the m4 then copy/paste this onto the pkm model and position it where you feel is correct then switch to the memory LOD and select the eye vertice, move this in line with the aimpoint and this will make your player look through the scope and not the iron sights and of course make sure you get the textures :) then config her up and should be good to go So first I got to open the PK p3d model in o2 (Played with it already) and then m4 with aimpoint, copy and paste it into pk model but what do you mean by "switch to the memory lod" and so on? And where can I actually get the texture for the aimpoint? And wont I need to make any config for the new model (I want to save it as a new model) and a classname? Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 on the right side of your oxygen you should see a window with things such as 1.000...2.000..geometery...memory double click on memory and you should see yellow lines instead of a model, along with a couple of points which are named in a window also on the right side of O2 Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 (edited) So I managed to get it in seems to be placed without any problem :P Now I am a bit confused what to do rest, I found that Memory LOD, when clicked on 2.000 it highlighted the aimpoint, ammobelt and the iron sight. EDIT: Do you mean move the eye memory close to the aimpoint? if yes I got it moved! Red square is in or out not sure the aimpoint so that okay? now I save and? not sure how I should config this and get the texture :-'| Edited February 1, 2012 by Norton Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 it looks good from what i can see theres no special line in the config you need to add for ironsights/red-dots, the game knows where to look using the eye memory point so just config it using the pkm as a base class to fill in the blanks :) for the textures, you need to get the aimpoint texture from either arma1 or 2, copy it into your pkm addon folder and repath the direction to the aimpoint_co texture EDIT: to do so go to tools -> mass texture and material renaming Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 it looks good from what i can see theres no special line in the config you need to add for ironsights/red-dots, the game knows where to look using the eye memory point so just config it using the pkm as a base class to fill in the blanks :) for the textures, you need to get the aimpoint texture from either arma1 or 2, copy it into your pkm addon folder and repath the direction to the aimpoint_co texture EDIT: to do so go to tools -> mass texture and material renaming So using tools -> mass texture and material renaming I see where the texture is then re-texture it? because I want to re-texture it as well in to differ colors and so aimpoint will match. Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 use gimp or PS to retexture it...call it something like "sfdf_pkm" then in mass texture you will find a like called something like "ca\weapons\data\pkm_co.tga"..click on this line and it will fill the top one of two boxes at the bottom click on the bottom box and type the path to your new texture, "FolderName\textures\sfdf_pkm.paa" do the same for any other textures there edit:i guess you know to convert paa's to png for texturing and back again? Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 (edited) use gimp or PS to retexture it...call it something like "sfdf_pkm"then in mass texture you will find a like called something like "ca\weapons\data\pkm_co.tga"..click on this line and it will fill the top one of two boxes at the bottom click on the bottom box and type the path to your new texture, "FolderName\textures\sfdf_pkm.paa" do the same for any other textures there edit:i guess you know to convert paa's to png for texturing and back again? So I got the textures in a folder already made into paa files (already re-textured them) but done it in differ way (toke the files out from weapons pbo :P) now the config is left... Would you maybe help me out with this as well? Sorry for asking a lot. Never were good in making config files out from blue. EDIT: This is the current thing I only managed to get, no idea what to do next, how to get the texture loaded (is it the same as with vehicles?) http://pastebin.com/A92shyTy 2ND EDIT: I managed to get it! I simply had to highlight the weapon press E and then locate the tga file and rvmat :D However the config file is still left. 3RD EDIT: I managed to do the config file however IG it seems to be a bit buggy as it gave a error about tga unable something i will make a screenie later Edited February 1, 2012 by Norton Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 Not sure if allowed to bump in here if not admin merge it with my other reply thanks. So it all works now but few problems... And here are the screenshots of them some how the aimpoint is seen from 3D Person only, some how a muzzle flash is shown when not even fried and some weird not textured thing near the aimpoint. Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 ok woops i forgot to say you should add the aimpoint to the view-pilot LOD, this will add it to 1st person also, the aimpoint from the view-pilot on the m4 will have more detail to it..including the red dot lol the muzzle flash is due to there being no model.cfg, i got one for weapons i use on all my guns, i'll post it soon(need food!) Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 (edited) Kinda lost now lol would you mind explaining what I have to do please? Thanks a lot as well for helping me out with this! EDIT: As well somehow when scope is added the whole texture of the weapon is getting messed up... I guess that get changed when the model.cfg or the scope is added into first person view and is ready to be used? Edited February 1, 2012 by Norton Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 (edited) the whole texture shouldnt be messed up so long as you pathed the textures correctly i'll do a quick going over from the beginning since i didnt really explian myself clearly most of the time lol Open up the M4 model and double click on the View pilot LOD(same window as memory lod) select the aimpoint and copy/paste the model onto the pkm 1.00 LOD AND the view pilot LOD of the pkm(this will make it appear in both 1st and 3rd person) double click on the memory LOD and move the eye point to adjust how you look down the sight and not ironsights repath the textures from ca\weapons\data\texture name to myfolder\textures\mypkm.paa edit the model.cfg and make a config (which youll find below) class CfgSkeletons { class Default; class Weapon: Default { isDiscrete = 0; skeletonInherit = "Default"; skeletonBones[]= { "magazine", "", "ammo_belt", "", "ammo_belt_bottom", "" }; }; class WeaponRevolving: Weapon { skeletonInherit = "Default"; skeletonBones[]= { "buben", "" }; }; class StaticWeapon: Default { isDiscrete = 0; skeletonInherit = "Default"; skeletonBones[]= { "OtocVez", "", "OtocHlaven", "OtocVez", "ammo_belt", "OtocHlaven", "zakluz", "OtocHlaven" }; }; }; class CfgModels { class Default; class Weapon: Default { sections[]= { "zasleh" }; skeletonName="Weapon"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class ammobelt_hide { type="hide"; source="isEmpty"; selection="ammo_belt"; minValue=0.000000; maxValue=1.000000; hideValue=1.000000; }; class ammobelt_bottom_hide { type="hide"; source="isEmpty"; selection="ammo_belt_bottom"; minValue=0.000000; maxValue=1.000000; hideValue=1.000000; }; }; }; class WeaponRevolving: Weapon { skeletonName="WeaponRevolving"; class Animations { class Revolving { type="rotation"; source="revolving"; selection="buben"; axis="osa_buben"; memory="true"; animPeriod=0; angle0=0; angle1="rad -360"; }; }; }; class StaticWeapon: Default { sections[]= { "zasleh" }; skeletonName="StaticWeapon"; class Base_Animations { class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="osaveze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="osahlavne"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; /*class AmmoSpent { type="hide"; source="isEmpty"; selection="ammo_belt"; minValue=0.000000; maxValue=0.10000; hideValue=0.100000; };*/ }; }; class MG1: Weapon { }; }; also heres a basic config class CfgPatches { class MG1 { Units[] = {}; Weapons[] = {"MG1"}; requiredVersion = 1.000000; requiredAddons[] = {"CAWeapons", "CAWeapons_E"}; }; }; class CfgWeapons { class PKM; class MG1: PKM { displayName = "MG-1"; model = "\MG1\NameOfMyWeapon.p3d"; }; }; Edited February 1, 2012 by Slatts buggered up config Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 (edited) the whole texture shouldnt be messed up so long as you pathed the textures correctly i'll do a quick going over from the beginning since i didnt really explian myself clearly most of the time lol Open up the M4 model and double click on the View pilot LOD(same window as memory lod) select the aimpoint and copy/paste the model onto the pkm 1.00 LOD AND the view pilot LOD of the pkm(this will make it appear in both 1st and 3rd person) double click on the memory LOD and move the eye point to adjust how you look down the sight and not ironsights repath the textures from ca\weapons\data\texture name to myfolder\textures\mypkm.paa edit the model.cfg and make a config (which youll find below) class CfgSkeletons { class Default; class Weapon: Default { isDiscrete = 0; skeletonInherit = "Default"; skeletonBones[]= { "magazine", "", "ammo_belt", "", "ammo_belt_bottom", "" }; }; class WeaponRevolving: Weapon { skeletonInherit = "Default"; skeletonBones[]= { "buben", "" }; }; class StaticWeapon: Default { isDiscrete = 0; skeletonInherit = "Default"; skeletonBones[]= { "OtocVez", "", "OtocHlaven", "OtocVez", "ammo_belt", "OtocHlaven", "zakluz", "OtocHlaven" }; }; }; class CfgModels { class Default; class Weapon: Default { sections[]= { "zasleh" }; skeletonName="Weapon"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class ammobelt_hide { type="hide"; source="isEmpty"; selection="ammo_belt"; minValue=0.000000; maxValue=1.000000; hideValue=1.000000; }; class ammobelt_bottom_hide { type="hide"; source="isEmpty"; selection="ammo_belt_bottom"; minValue=0.000000; maxValue=1.000000; hideValue=1.000000; }; }; }; class WeaponRevolving: Weapon { skeletonName="WeaponRevolving"; class Animations { class Revolving { type="rotation"; source="revolving"; selection="buben"; axis="osa_buben"; memory="true"; animPeriod=0; angle0=0; angle1="rad -360"; }; }; }; class StaticWeapon: Default { sections[]= { "zasleh" }; skeletonName="StaticWeapon"; class Base_Animations { class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="osaveze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="osahlavne"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; /*class AmmoSpent { type="hide"; source="isEmpty"; selection="ammo_belt"; minValue=0.000000; maxValue=0.10000; hideValue=0.100000; };*/ }; }; class MG1: Weapon { }; }; also heres a basic config class CfgPatches { class MG1 { Units[] = {}; Weapons[] = {"MG1"}; requiredVersion = 1.000000; requiredAddons[] = {"CAWeapons", "CAWeapons_E"}; }; }; class CfgWeapons { class PKM; class MG1: PKM { displayName = "MG-1"; model = "\MG1\NameOfMyWeapon.p3d"; }; Thanks I will see if it works as soon as I get home, and the texture is edited from the paa file, I changed the color of the wood to look like metal and i think the magazine, so it should be all okay. Do I have to edit the textures by the "E" button as well or by the one u said should work? (if u look at the screenshots u can see some weird texturing on the weapon. I will reply again when I am back home and try it if it will work. Thanks again! Edited February 1, 2012 by Norton Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 no you dont have to use E as for the weird textures, i dont know what happened there Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 no you dont have to use E as for the weird textures, i dont know what happened there Here's an error... I think thats coming from config or model file Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 oh ffs...saying that to myself lol i seem to have left out }; check out the config again, just added a }; at the end Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 oh ffs...saying that to myself lol i seem to have left out }; check out the config again, just added a }; at the end Nvm i got it fixed by copying DaMan3 config file from his Magpul AK seems to work however here are few problems (no worried edited the whole config but not sure if it is all okay): http://pastebin.com/WMw0nTQA - Config file could you take a look at it and see if theres anything wrong? Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 it does look like the error is from the model.cfg i never had it so i dunno whats wrong, will take a closer look about the scope, if you take the aimpoint from the view-pilot LOD of the M4 model, it will look proper Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 1, 2012 (edited) it does look like the error is from the model.cfgi never had it so i dunno whats wrong, will take a closer look about the scope, if you take the aimpoint from the view-pilot LOD of the M4 model, it will look proper Yep got it however now the problem is that there is no red dot inside xD EDIT: I wanted to try the normal config the one you showed me, still bugged gives error: 2nd EDIT: Something interesting, I have redone the model again but without custom texture, InGame the PKM texture seems to be screwed up anyways. Edited February 1, 2012 by Norton Share this post Link to post Share on other sites
slatts 1978 Posted February 1, 2012 config error again? hm mine is like that and works just fine....thats rather odd.... just go back to the config that worked already so about the dot, make sure you copied it, it is a small circle on the middle of the aimpoint and can easily missed(i did it once :p ) Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 2, 2012 (edited) config error again? hm mine is like that and works just fine....thats rather odd.... just go back to the config that worked already soabout the dot, make sure you copied it, it is a small circle on the middle of the aimpoint and can easily missed(i did it once :p ) Wait so its inside the M4 aimpoint p3d model and I have to look inside for it? Thats like looking for a needle inside a haystack lol EDIT: I managed to fix that weird texture problem, now what is left is red dot and that skeleton error :-| Edited February 2, 2012 by Norton Share this post Link to post Share on other sites
max power 21 Posted February 2, 2012 In the model.cfg in cfgskeletons, there is a skeletoninherit parameter. I'm no expert, and my troubleshooting method is a bit like throwing a handful of gravel at the bully who's bothering me, but I think perhaps you haven't declared the skeleton you're inheriting. Share this post Link to post Share on other sites
Thanatos-san 7 Posted February 2, 2012 Interesting actually, about these weird textures, beside I did fix and it looks more "normal" a bit but the barrel and the ammo belt (which gets black) and barrel multi black colored aka black, silver and dunnoh what next, so I tried to do it normally, take normal PKM and rename it to MG1 and guess what it still came out as a screwed up texture but how the hell is that even possible. Share this post Link to post Share on other sites
DrunkenVeteran 10 Posted February 4, 2012 the muzzle flash is due to there being no model.cfg, i got one for weapons i use on all my guns, i'll post it soon(need food!) Exactly what part in the config controls the muzzle flash? I'm having the same problem on one of my weapons. Share this post Link to post Share on other sites