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Wheel animations will not work.

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Well I have been follow these tuts.. http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson2/lesson2_e.htm

Anyway I make all the lods and everything but when I get in game I can drive it right just the tires wont spin, the Czech names are correct

and everything. I'm not sure if this is something new with A3 but it happens me to still in A2.

Here is my config.cpp

class CfgPatches   {

  class firstCar  {
     units[] = {firstCar};
     weapons[] = {};
     requiredVersion = 0.1;
     requiredAddons[] = {};	  


  };


};


class CfgVehicles
{
    class B_G_Offroad_01_F;

    class firstcar: B_G_Offroad_01_F
    {                       
    model="\firstcar\firstcar.p3d";
    nameSound = "car";
	accuracy = 0.9;
	canlock = 1;
	maxSpeed=500;
       enginePower = 600;
       simulation = "car";
       maxOmega = 900; 
       peakTorque = 1300; 
       idleRpm = 900; 
       redRpm = 3500; 
       clutchStrength = 200.0;
	turnCoef = 3.5;
	terrainCoef = 3;
	brakeDistance = 30.0;
	cost = 1000;
	fuelCapacity = 140;
	transportSoldier=0;
	displayName = "Test car";
};


};

This has been happening for a few days now and I am not really sure what it is.

I don't have a model.cpp for this and not sure if I need one? If so can you please provide an example?

On another note I am using pboManger because when I use Binpbo and binarize it cant open the .p3ds..

Kind regards,

Jesterss

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Czech names are correct
I don't have a model.cpp

The Czech names are for the most part no longer used in ArmA3

Therefore if you have no MODEL.CFG it will not work.

You will have to write a MODEL.CFG for your model

http://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model

BTW, if BinPBO doesnt work on the p3d, that suggests the model is not yours as its already been Binarized

If its not your model and you dont have permission, don't bother asking any more questions here please.

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Thanks, btw as I said before I am following a tutorial. http://ofp.gamepark.cz/_hosted/brsse.../lesson2_e.htm and it wasn't already binarized.

Thanks for the help.

Here is my MODEL.cpp

class cfgSkeletons
{
class Car_Test_Skeleton
{
	isDiscrete=1;

	skeletonInherit="";
	skeletonBones[]=
	{
		"levy predni","",
		"levy zadni","",

		"pravy predni","",
		"pravy zadni",""


	};
};
};

class cfgModels
{
class Car_Test
{
	sectionsInherit="";
	sections[]={};

	skeletonName="Car_Test_Skeleton";

	class Animations
	{
		class wheelFL
		{
			type="translation";
			source="altRadar";  
			selection="levy predni";
			axis="axis_damper"; //vertical axis, vertex distance 1 m
			memory=0;
			animPeriod=0;
			minValue=0;
			maxValue=0.05;      //max value 0.05m above ground
			offset0=0;
			offset1=-0.05;      //animate wheels downwards for 0.05m when maxValue is reached.
		};

           class wheelFR: wheelFL
           {
           selection="pravy predni";
		};

		class wheelBR
		{
			type="translation";
			source="altRadar";
			selection="pravy zadni";
			axis="axis_damper";
			memory=0;
			animPeriod=0;
			minValue=0;
			maxValue=0.05;
			offset0=0;
			offset1=-0.05;
           };    
           class wheelBL: wheelBR
           {
           selection="levy zadni";
           };
	};
};
};class cfgSkeletons
{
class Car_Test_Skeleton
{
	isDiscrete=1;

	skeletonInherit="";
	skeletonBones[]=
	{
		"levy predni","",
		"levy zadni","",

		"pravy predni","",
		"pravy zadni",""


	};
};
};

class cfgModels
{
class Car_Test
{
	sectionsInherit="";
	sections[]={};

	skeletonName="Car_Test_Skeleton";

	class Animations
	{
		class wheelFL
		{
			type="translation";
			source="altRadar";  
			selection="levy predni";
			axis="axis_damper"; //vertical axis, vertex distance 1 m
			memory=0;
			animPeriod=0;
			minValue=0;
			maxValue=0.05;      //max value 0.05m above ground
			offset0=0;
			offset1=-0.05;      //animate wheels downwards for 0.05m when maxValue is reached.
		};

           class wheelFR: wheelFL
           {
           selection="pravy predni";
		};

		class wheelBR
		{
			type="translation";
			source="altRadar";
			selection="pravy zadni";
			axis="axis_damper";
			memory=0;
			animPeriod=0;
			minValue=0;
			maxValue=0.05;
			offset0=0;
			offset1=-0.05;
           };    
           class wheelBL: wheelBR
           {
           selection="levy zadni";
           };
	};
};
};

Edited by Foxhound
doublepost merged, code belongs between code tags

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In your config.cpp

model="\firstcar\firstcar.p3d";

In your model.cfg

class cfgModels

{

class Car_Test

{

The models P3D file name MUST, MUST be the same as the class defined in CfgModels

Also, if you want a more complete MODEL.CFG that calls the typical (OFP / brsseb tutorial) Czech names, suggest copy this one;

http://forums.bistudio.com/showthread.php?157210-Car-Wheels-are-very-wobbly&p=2419203&viewfull=1#post2419203

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Thanks guys! Working like a charm just needed to make a few changes after doing what gnat just said, thanks! :)

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