Richards.D 761 Posted January 14, 2013 Hello ladies/gentlemen.. It's been a while since I've been around here begging for help ;), but I love to make things that never work apparently, so here I am. I've gotten an excellent grip on making structures, and I've even made ones with working doors and other functions. Lovely! All the mates in my regiment always ask me about if I'll ever make vehicles, and I always reply "No, that's impossible and I cannot do it". Well I thought one day, I might want to make a vehicle, so why not today. I worked on making a custom model for an M1163 Mortar Carrier, and through the use of two tutorials, how to implement it into Arma. I'd say it actually was not particularly difficult, but this appears to be a config issue. The config files are the ones that really confuse me, so I borrow tutorial ones and modify them as needed, but this time I had no success. I get script errors whenever I attempt to launch Arma II with the model. The model has no textures yet, but that is another day. I just want to get the vehicle functioning properly. The vehicle is the Growler ITV, M1163 variant. It is a 2 seat version designed to tow the USMC Expeditionary Fire Support System, and I modeled it as it seemed like a very easy thing to start off with: a small jeep like vehicle with no weapons, no doors, and few windows. I've included the non-binarized version of the non-working PBO here, for any one who might have an idea to trouble shoot and fix the model. Please keep in mind this is not an imported, and it took me a considerable time to finish. So as this is a completely steal-able model, I kindly ask you do not.. but I guess I cannot stop you. Oh and here's a lovely render. https://dl.dropbox.com/u/23389642/20130112221337_43s.png Well, here's the Dropbox link for the non-working PBO. Thank you for your help in advance.. https://dl.dropbox.com/u/23389642/dar_m1163.pbo Thanks, Richards Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 14, 2013 Hmmmm ..... nice model, thought it might be quick to finish it for you .... but no. Few items that need fixing first. Main 1 - Model is 46,000 faces !! Will never work. Needs to be less than 16,000 For a start, your wheels for example are over-engineered from a poly count point of view. Once thats fix, we could work on the other, like Config.cpp issues and a odd looking Model.cfg ..... but nothing too hard, if your named sections are normal. Model.cfg would normally look more like this (with a skeleton) class CfgSkeletons { class Car; class dar_m1163Bones: Car { skeletonInherit="Car"; skeletonBones[]= { "volant", "", "levy predni tlumic", "", "pravy predni tlumic", "", "levy dalsi tlumic", "", "pravy dalsi tlumic", "", "levy predni zatoc", "levy predni tlumic", "pravy predni zatoc", "pravy predni tlumic", "levy dalsi zatoc", "levy dalsi tlumic", "pravy dalsi zatoc", "pravy dalsi tlumic", "levy prostredni tlumic", "", "pravy prostredni tlumic", "", "levy zadni tlumic", "", "pravy zadni tlumic", "", "levy predni", "levy predni zatoc", "pravy predni", "pravy predni zatoc", "levy dalsi", "levy dalsi zatoc", "pravy dalsi", "pravy dalsi zatoc", "levy prostredni", "levy prostredni tlumic", "pravy prostredni", "pravy prostredni tlumic", "levy zadni", "levy zadni tlumic", "pravy zadni", "pravy zadni tlumic", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "OtocVez", "", "OtocHlaven", "OtocVez", "fuel_01", "", "fuel_1", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", "damageHide", "", "damageVez", "OtocVez", "damageHlaven", "OtocHlaven" }; }; }; class CfgModels { class Car; // External class reference class dar_m1163 : Car { sectionsInherit = ""; sections[] = {"pravy predni", "pravy zadni", "levy predni", "levy zadni"}; skeletonName = "dar_m1163Bones"; class Animations { class mainTurret { type = "rotationY"; source = "mainTurret"; selection = "mainTurret"; axis = "OsaVeze"; memory = 1; sourceAddress = "loop"; minValue = "rad -360"; maxValue = "rad 360"; angle0 = "rad -360"; angle1 = "rad 360"; }; class mainGun { type = "rotationX"; source = "mainGun"; selection = "mainGun"; axis = "OsaHlavne"; memory = 1; sourceAddress = "clamp"; minValue = "-rad 4"; maxValue = "rad 60"; angle0 = "-rad 4"; angle1 = "rad 60"; }; class Dvere1 { type = "rotation"; source = "rpm"; selection = "dvere1"; axis = "osa_dvere1"; memory = 1; //sourceAddress = "clamp"; minValue = 0; maxValue = 0.1; angle0 = 0; angle1 = 0.58; }; class dar_m1163FrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class dar_m1163FrontWheelL : dar_m1163FrontWheelR { selection = "levy predni"; }; class dar_m1163RearWheelR : dar_m1163FrontWheelR { selection = "pravy zadni"; }; class dar_m1163RearWheelL : dar_m1163FrontWheelR { selection = "levy zadni"; }; class dar_m1163FrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class dar_m1163FrontWheelLTurn : dar_m1163FrontWheelRTurn { selection = "levy predni"; }; class dar_m1163DamperFrontWheelR { type = "translationY"; source = "damper"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "35"; }; class dar_m1163DamperFrontWheelL : dar_m1163DamperFrontWheelR { selection = "levy predni"; }; class dar_m1163DamperRearWheelR : dar_m1163DamperFrontWheelR { selection = "pravy zadni"; }; class dar_m1163DamperRearWheelL : dar_m1163DamperFrontWheelR { selection = "levy zadni"; }; }; }; }; Alot of you CPP can be shortened by by inheriting an existing vehicle. class CfgVehicles { class HMMWV_Base; class dar_m1163 : HMMWV_Base { Yell when your closer ;) Share this post Link to post Share on other sites
Richards.D 761 Posted January 14, 2013 When I arrive home today I'll begin to reduce the poly count. As for the configs, does the config.cpp replace with this one, or do I add this one to my existing config? Sorry about slight grammatical issues, sent this on my phone... Share this post Link to post Share on other sites
Richards.D 761 Posted January 14, 2013 (edited) Well I worked on reducing the file size for a few hours, and my modeling program shows it currently as 18k, a major improvement, and I am quite pleased. Very little loss of quality, so here's the new render.. https://dl.dropbox.com/u/23389642/20130114182439_1m23s.png (2105 kB) Well, off to the configs now.. will make an update after that. Update: made the tires slightly lower, down to 15k, which should be perfect! Update: still not exactly sure what to do with your changed .cpp Hmm odd issue, I cannot seem to get the new model to show in Buldozer. Although it's within the limit, there's nothing in the viewer. Edited January 15, 2013 by RichardsD Share this post Link to post Share on other sites