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EricJ

Re-starting modelling

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Finally got Arma3 and it's been about four years sine I put this down and now picking back up. First question is how do I get an image into O2 to use as a template to begin adding points, etc.

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Finally got Arma3 and it's been about four years sine I put this down and now picking back up. First question is how do I get an image into O2 to use as a template to begin adding points, etc.

You want to create the model in Oxygen? While possible i could not imagine the headache in trying to create anything other the standard primitives in Oxygen. The usual workflow is to create the model in 3DS Max / Maya / Blender / C4D and then export as a .3ds or now .fbx (but smoothing groups seem to be broken for .fbx)

I might of miss-understood what you mean by 'points' though.....

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Nevermind I don't have 3DSMax and Oxygen import gives me a weird "scope" error now with the model file (or config?) after creating one (too cheap to get 3DS max...)

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EricJ, just grab the arma sample models and start with those in o2, once you get your eye back in then maybe download blender and go from there.

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Well I'll stick with O2 for now as I'm geting my eye back with O2

---------- Post added at 02:24 ---------- Previous post was at 00:54 ----------

Okay... now I'm getting an unable to open p3d file, what causes that? (Yes it's in the PBO)

Edited by EricJ

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Mlod is the current format I'm using, I'm guessing it has to be binarized in order for it to be read?

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You can get the student editions of Autodesk Products from http://www.autodesk.com/education‎ that includes 3DSMax 2014. We are after all modding for non-commercial and educational purposes.

It should be possible for a unbinarized model to be opened by the game in a pbo, if it is saying it cannot open the model yet it has no problems showing in Buldozer, then i would guess that its a wrong path or other config issue.

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So you are trying to get it into the game or trying to open it in o2?

(ingame) If so its best that it is binarized, however it will work without it, just make sure you have your model.cfg file as well.

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No, the game itself can't open the P4d file, I have no issues with O2. It may be as said, a config issue.. and it was, I got the weapon exported fine and its showing up now... thanks :)

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Now I have the infamous "zasleh" or "muzzleflash" error when it shows up and you're not firing, aka statc:

http://562.50megs.com/Arma3/wip24.jpg

All the selections are named appropriately and the config points to "zasleh" but still what you see here is what I have.

and config.cpp:

class CfgWeapons {

class WeaponSlotsInfo;

class Rifle;

class Rifle_Base_F: Rifle

{

class WeaponSlotsInfo;

};

class Ej_u100_base: Rifle_Base_F {

descriptionshort = "Ultimax 100<br />Caliber: 5.56";

discretedistance[] = {100, 200, 300, 400};

discretedistanceinitindex = 1;

dispersion = 0.0001;

displayname = "Ultimax 100";

distancezoommax = 300;

distancezoommin = 300;

handanim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"};

maxrange = 1000;

maxrangeprobab = 0.2;

midrange = 500;

midrangeprobab = 0.7;

minrange = 2;

minrangeprobab = 0.3;

magazines[] = {"u100_mag"};

model = "u100\u100.p3d";

modes[] = {"FullAuto"};

optics = 0;

opticsdisableperipherialvision = 0.67;

opticsflare = 0;

opticsid = 0;

opticsppeffects[] = {};

opticszoominit = 0.75;

opticszoommax = 1.1;

opticszoommin = 0.375;

picture = "\m6a3\UI\m6a3inv_x_ca.paa";

recoil = "recoil_auto_sdar";

recoilprone = "recoil_auto_sdar";

reloadAction = "GestureReloadMX";

reloadMagazineSound[] = {"A3\sounds_f\weapons\reloads\new_trg",0.398107,1,30};

reloadsound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30};

reloadtime = 0.10;

scope = 0;

selectionfireanim = "zasleh";

weaponinfotype = "RscWeaponZeroing";

weaponlockdelay = 0;

weaponlocksystem = 0;

weaponpoolavailable = 1;

weaponsoundeffect = "";

weight = 0;

class Library {

libtextdesc = "Ultimax 100";

};

Edited by EricJ

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There isn't one, part of the problem? I used to mod for VBS1 years ago so I'm not keen on the model.cfg, but a good place to start....

---------- Post added at 01:43 ---------- Previous post was at 01:21 ----------

But this is the model.cfg I hacked from kiory's L85 source file:

class CfgSkeletons

{

class Default

{

isDiscrete=1;

skeletonInherit="";

skeletonBones[]={};

};

class Ej_u100_base: Default

{

skeletonBones[]=

{

"Magazine",

"",

"Bolt",

"",

"Iron Sights",

"",

"Trigger",

"",

"zasleh",

"",

"Fire Switch",

"",

"Backsight",

""

};

};

class OFP2_ManSkeleton

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]=

{

"Pelvis",

"",

"Spine",

"Pelvis",

"Spine1",

"Spine",

"Spine2",

"Spine1",

"Spine3",

"Spine2",

"Camera",

"Pelvis",

"weapon",

"Spine1",

"launcher",

"Spine1",

"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",

"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",

"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",

"LeftUpLeg",

"Pelvis",

"LeftUpLegRoll",

"LeftUpLeg",

"LeftLeg",

"LeftUpLegRoll",

"LeftLegRoll",

"LeftLeg",

"LeftFoot",

"LeftLegRoll",

"LeftToeBase",

"LeftFoot",

"RightUpLeg",

"Pelvis",

"RightUpLegRoll",

"RightUpLeg",

"RightLeg",

"RightUpLegRoll",

"RightLegRoll",

"RightLeg",

"RightFoot",

"RightLegRoll",

"RightToeBase",

"RightFoot"

};

};

};

class CfgModels

{

class Default

{

sectionsInherit="";

sections[]={};

skeletonName="";

};

class Ej_u100_base: Default

{

sections[]=

{

"zasleh",

"Magazine",

"Bolt",

"Fire Switch",

"Trigger",

"Iron Sights",

"Backsight"

};

skeletonName="Ej_u100_base";

class Animations

{

};

};

class Ej_u100: Ej_u100_base

{

class Animations

{

class Fireswitch_Toggle

{

type="rotationZ";

source="weaponMode";

selection="Fire Switch";

axis = "Fireswitch_Axis";

minValue=0.0;

maxValue=0.3;

minPhase=0.0;

maxPhase=0.3;

angle0=0;

angle1=-0.5;

};

class Eject_Slide

{

type="translation";

source="reload";

selection="Bolt";

memory=1;

sourceAddress="clamp";

minValue=0;

maxValue=1;

begin="Eject_Start";

end="Eject_End";

offset0=0;

offset1=0.15;

};

class Eject_Empty

{

type="translation";

source="isempty";

selection="Bolt";

memory=1;

sourceAddress="clamp";

minValue=0;

maxValue=1;

begin="Eject_Start";

end="Eject_End";

offset0=0;

offset1=0.15;

};

class magazine_reload_move_1

{

type = "translation";

source = "reloadMagazine";

selection = "Magazine";

axis = "magazine_axis";

minValue = 0.145;

maxValue = 0.200;

offset0 = 0.0;

offset1 = 0.4;

};

class magazine_reload_move_2

{

type="hide";

source="reloadMagazine";

selection="Magazine";

minValue=-0.4;

maxValue=0.4;

minPhase=-0.4;

maxPhase=0.4;

hideValue=0.75;

sourceAddress="mirror";

};

class magazine_reload_move_3

{

type = "translation";

source = "reloadMagazine";

selection = "Magazine";

axis = "Magazine_axis";

minValue = 0.6;

maxValue = 0.65;

offset0 = 0.0;

offset1 = -0.4;

};

class trigger_move

{

type="rotationZ";

source="reload";

selection="Trigger";

memory=1;

sourceAddress="clamp";

axis = "Trigger_Axis";

minValue=0.0;

maxValue=0.3;

minPhase=0.0;

maxPhase=0.3;

angle0=0;

angle1=-0.512389;

};

class MuzzleFlashROT

{

type="rotationX";

source="ammoRandom"; //use ammo count as phase for animation

sourceAddress="loop"; //loop when phase out of bounds

selection="zasleh"; //selection we want to rotate

axis="zasleh_axis"; //no own axis - center of rotation is computed from selection

centerFirstVertex=true; //use first vertex of selection as center of rotation

minValue=0;

maxValue=4; //rotation angle will be 360/4 = 90 degrees

angle0="rad 0";

angle1="rad 360";

};

};

};

};

---------- Post added at 02:00 ---------- Previous post was at 01:43 ----------

And the p3d has all the named selections named appropriately as well...

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Okay, so I looked at my type2 phaser, and there are a few differences. I don't know about the magazine anims as I don't need them on my pistol, but try the following for your class cfgSkeletons:

class CfgSkeletons
{
   class Default
   {
       isDiscrete = 1;
       skeletonInherit = "";
       skeletonBones[] = {};
   };
   class WeaponSkeleton: Default
   {
       skeletonBones[]=
       {
           "magazine","",
           "bolt", "",
           "trigger", "",
           "bolt_group", "",
           "front sight", "",
           "back sight", "",
           "bolt_lever", "",
           "zasleh", ""
       };
   };
};

Then, do this below, instead of inheriting from default:

class CfgModels
{
   class Default
   {
       sectionsInherit="";
       sections[] = {};
       skeletonName = "";
   };
   class Weapon;
   class STA3_Type2 : Weapon
   {
       sections[]=
       {
           "zasleh"
       };
       sectionsInherit="";
       skeletonName="WeaponSkeleton";
   };
       ...

Abs

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Unfortunately no worky.... should I just PM the whole thing and see where it goes from there?

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I could try to take a look at it for you. Send me the link, and I'll get back to you soon.

Abs

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Cool stuff, check your PM.

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Thanks! I may (have been debating it really) of making it an addon, but it needs so much work that I may just keep it to myself. It's fun to shoot though :)

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Keep with it ErciJ, I remember your work for vbs1, a great m4 pack mate.

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Well ,I am pretty sure the opitcs etc were all yours? Those M4's were released as sample models mate.

Ulitmax looks tops

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The Aimpoints were BIA and I made some cheap mounts (a LaRue one I think) and the standard issue M4 Quick release mount.... and the gooseneck mount for the M16. They're still on my hard drive and yeah I have that already, and actually working on some SCARs from that pack... I may throw in an M4 to break my "No M4 rule" (Because there are better ones like Robert Hammer's) out there. We'll see as the only issue is getting the textures squared away with the weapons)

---------- Post added at 21:07 ---------- Previous post was at 20:30 ----------

I actually managed to get an old BIA optic working though as well as the taclight:

Arma9a.jpg

---------- Post added at 21:27 ---------- Previous post was at 21:07 ----------

But I jsut found the Arma2 models... and using those... :)

---------- Post added at 22:05 ---------- Previous post was at 21:27 ----------

And...

I got it working:

wip57.jpg

wip58.jpg

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