Whyte_Out 10 Posted March 5, 2012 So, whenever these soldiers I put together are in a vehicle or jet or anything...others and I see these weird objects that look like this: Now, I am not sure what causes this problem nor am I sure where to approach it. Anyone have ideas on how to fix this problem, I am just assuming its a LOD Promblem, possibly LOD 3. Share this post Link to post Share on other sites
max power 21 Posted March 5, 2012 Are all of your LODs rigged properly? Share this post Link to post Share on other sites
Whyte_Out 10 Posted March 5, 2012 as far as I know, everything looks fine in the game...but this I just barely noticed. Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 5, 2012 Have you Select-All / Un-Hide everything in every LOD? View each lod with Buldozer? Share this post Link to post Share on other sites
i3luevein 10 Posted March 5, 2012 Also make sure you have the model.cfg set up correctly: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head" }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", "HeadCutScene","head", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; pivotsModel=""; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Head: Default { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class ArmaMan : Default { sections[] = { "osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan", "clan_sign", "Camo", "CamoB", "camo01", "camo02", "camo03", "kokarde", "bb", "berlin", "sn" }; skeletonName = "OFP2_ManSkeleton"; }; class cl3_pol_comd : ArmaMan {}; class cl3_pol_capt : ArmaMan {}; class cl3_pol_etu : ArmaMan {}; }; Share this post Link to post Share on other sites
Whyte_Out 10 Posted March 5, 2012 yes, everything is set up correctly all the LODS are showing and my model.cfg is just fine. Thanks for the help guys. Share this post Link to post Share on other sites
Whyte_Out 10 Posted March 13, 2012 See so these are all the problems I am currently having, and have no clue how to fix. I have updated a few things, but this still persists. Share this post Link to post Share on other sites
[frl]myke 14 Posted March 13, 2012 (edited) These are clearly non-closed Shadow LOD's. Hard to describe, imagine this: create a box in O2. It is closed, remove just one face, now it is open. While in resolution LOD this is no problem, in Shadow LOD's this gives exactly the issue you're seeing there. In O2, select in menu "Structure > Topology > Find Non-Closed" to locate the open parts. Edited March 13, 2012 by [FRL]Myke Share this post Link to post Share on other sites
Whyte_Out 10 Posted March 14, 2012 Oh, makes sense. I will check on this, and get back to you. Thanks :) ---------- Post added at 04:30 PM ---------- Previous post was at 04:27 PM ---------- one question...Is this the answer to all the problems I am seeing in the above images...or just shadows? Share this post Link to post Share on other sites
[frl]myke 14 Posted March 14, 2012 Surely the shadows, for the other...well, to be honest, i don't know. Share this post Link to post Share on other sites
max power 21 Posted March 14, 2012 Using the 'close' option in O2 can create some odd problems. My suggestion is to locate what parts are non closed and then to close them by merging verts or creating faces as per the situation dictates. Trust me. You do NOT want to try to solve weird double face problems. Share this post Link to post Share on other sites
PuFu 4600 Posted March 14, 2012 for the the other issue you are having besides the shadows: it is, almost certain, an issue with your rigging: seems from the pics that a couple of verts are going nuts when certain anims are used. i would suggest you do a simple editor check using a range of playmove anims, from different distances to the subject. if you can replicate the behaviour, re-check you weights Share this post Link to post Share on other sites
Whyte_Out 10 Posted March 15, 2012 well I fixed the shadows after some tweaking, turns out that the shadows used with Johhnys soldiers are bad or something and creates bad objects if not applied right. So thats fixed. Now the weird objects that go to the sky still not sure whats causes that. I have checked the weights and attachments and such and all seem ok, I only noticed these objects when they were in a vehicle or dead on ground and both from a distance of about 150 yards. ---------- Post added at 06:31 PM ---------- Previous post was at 06:29 PM ---------- Using the 'close' option in O2 can create some odd problems. Yes, haha you were right about that. I had proxies and such all over the screen when I did this... thanks for the heads up. Share this post Link to post Share on other sites