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tambovskya

MODEL.CFG / CONFIG.CPP - Problems.

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Hi.

I've finished my model. It works perfectly in O2. The polys are good. The model is done! I've tried over and over to view it in the game but I can't get the scripts to work. Is anyone able to help me out with them? It would be to be written from start. I don't need anything, I just want to view it in ArmA.

- Thank you.

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Hi mate, it's all quite easy.

1-your model cfg which should contain all the basic defenitions of model selections and animations. Easyest way to do it - download sample models for arma 1 from bis. Find the unit sample model (car, plane etc) moust similar to your addon. Just copy past model cfg and change relevant sections to your model specifics.

2 config cpp, similar method in your arma/addons find relevant pbo (lets say you are doing a car then u are looking for wheeled.pbo) extract the content find the closest matc from bis vehicles and look for its config cpp (to see and edit it u will need tool called unrap) once u have that config cpp alter it so it matches your addon. All that should be packed into a single pbo and in your game modfolder addons dir. Does it makes sense?

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Hi mate, it's all quite easy.

1-your model cfg which should contain all the basic defenitions of model selections and animations. Easyest way to do it - download sample models for arma 1 from bis. Find the unit sample model (car, plane etc) moust similar to your addon. Just copy past model cfg and change relevant sections to your model specifics.

2 config cpp, similar method in your arma/addons find relevant pbo (lets say you are doing a car then u are looking for wheeled.pbo) extract the content find the closest matc from bis vehicles and look for its config cpp (to see and edit it u will need tool called unrap) once u have that config cpp alter it so it matches your addon. All that should be packed into a single pbo and in your game modfolder addons dir. Does it makes sense?

It seems much more clear now that you have explained it the way you did. I will try this right now. Do you have a skype? Maybe Steam?

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First of all mate what exacly are u truing to model-car, plane etc? If it is a soldier model then i wont be much of help, because i have experiance only with vehicles and weapons for arma 2 especialy planes. Second thing i am at work so skype is not availible to me right now, but if i am not mistaken then u are from russia and i would gess st. Petersburg - piter;) if so u can find me on skype by name [removed] @ 09;00 gmt 0 (london time) or pm me via bi forums and i can explain all in clear russian ;)

Edited by John_Spartan

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Thanks for responding! I live in USA, but I speak Russian, and English. I've added you on Skype. I'm model a Vehicle. Looking forward to talking to you.

Edited by tambovskya

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Ok then find me in the morning (that will be morning in england) on skype mate.

But as i said making addons is dead easy and all the knowledge u need is right here in this forum. First download bis sample models for arma 1, vehicles and weapons will work with few slight changes in arma 2 aswell. That will give u quite clear understanding what and how to get your model ingame.

In your pbo (addon dir lets say my_vehicle) u need following files:

- myvehicle.p3d (model)

- config.cpp (main file to tell the game what addon is this and as clasneme use my_vehicle dont write just t80 for example use my_t80 yo avoid conflict with oroginal ingame stuff)

- model.cfg (which has cfgskeletons for my_model and cfgmodels for my_model using skeleton mentioned before)

- your model textures

Thats a bare minimum to get your model ingame. Also use bis tools binpbo to pack it (model must be binarized oothervise arma 2 engine will not accept it binpbo will do it automaticly if all mentioned above files will be in working dir.

John

---------- Post added at 04:07 AM ---------- Previous post was at 04:00 AM ----------

Sample models - http://forums.bistudio.com/showthread.php?61769-BI-Sample-Models

You nee that archive wit vehicles and weapons 110mb

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