smokedog3para 365 Posted December 29, 2013 (edited) Hi I have been trying to port the taki insurgents from a2 to a3 and I am not sure whats going wrong and if it is the a2 tools or a3 tools or bin.pbo or arm3 bin.pbo or just the sample models a3 character. The problem I am having is if I use this guide on the wiki https://community.bistudio.com/wiki/Arma_3_Modding_Characters for porting a2 to a3 units the unit works in arma3 but sits in the floor while the rest is above ground like in this image here I have done everything to the dot as is here open two Oxygens, one with the template scene A3_character_template.p3d, and one with the Arma 2 character you want to port select only the visual mesh of the Arma 2 character (only the physical mesh of the actual character, nothing else) and copy-paste it into corresponding LODs in the Arma 3 template. Discard all Arma 2 proxies and technical LODs, only copy the visual mesh and mesh from ShadowVolume 0.00. If bare skin is present (typically hands or head) then discard the Arma 2 mesh, and replace with Arma 3 parts (included in template). In O2, even the skinned mesh can be freely copy-pasted without trouble. update the names of the injury selections in the LODs. The new names are "injury_head, injury_hands, injury_body, injury_legs" update the material links (default Arma 3 path is a3\characters_f\ ) check model for degenerated faces, isolated vertices, split edges, zero UV faces, make sure you transferred Named Properties correctly (there cannot be "lodnoshadow = 1" in Shadow Volume etc) If I use Oxygen2 I cannot open in bulldozer as it says bad 58 proxy for weapon in the A3_character_template.p3d but will bierize with a2 bin.pbo and go in game like the above image. If I use the new oxygen and the new bin.pbo the same happens. So I thought that I would use the mbg samples that are on the wiki if I delete out the mesh and camo from named selections and replace all the above meshes in the guide and repath the textures just the same as I did with the A3_character_template.p3d were the textures work this happens My unit goes in game fine but the textures are skrewed seems to use the nato texture instead of the original ones nothing shows as missing when I check textures in oxygen2, If I use the new oxygen and bin.pbo its the same I have spent all day on it and it just wont use the right texture when using mbg config and sample its so weird if any one can offer some advice I would be thankfull or would like to take a look at my source to see if its my tools and drive set up at fault, my terrains binerize fine for both a2 and a3 let me known and I can upload them cheers and sorry for the long post just want to get all the oa civs and insurgents in a3 for a release with sangin. All fixed and got mbg sample working now the fix was delete the camo and Camo in named selections and deleted camo from model config after that its in game so job done maybe the wiki needs updating not sure why the a3 character sample does not work with both tools though. so taliban are good to go now expect a release soon. Edited December 29, 2013 by SmokeDog3PARA Share this post Link to post Share on other sites
smokedog3para 365 Posted December 29, 2013 As soon as I rename the .p3d to my folder the model breaks after binarization I found this to be the case for the a3 sample character too as soon as you change the p3d name the model stops working in game. If I still use mbg_old_usarmy_desert as a .p3d name it works which is kind of stoping me making my own addon folder\structures and leaving me only 3 units to use any idea why this is happening cheers smoke. Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 30, 2013 ..... I dont play with flesh, just metal :) , but when you say " I rename the .p3d to my folder the model breaks" the first thing that comes to mind .... you're adjusting your MODEL.CFG class entries, right ? Share this post Link to post Share on other sites
tinemem 11 Posted January 4, 2014 the texture issue is due to the model having a camo selection, delete the camo selection in oxygen 2. also, the imbedded to waist thing is due to wrongly named config file. either that or your auto center value in geometry lod is wrong. are you doing a takistani terrorist port? Share this post Link to post Share on other sites
smokedog3para 365 Posted January 5, 2014 cheers guys had a break through all my own fault your correct gnat had an old model name in the model cfg now it works and I have baf andf oa insurgents fixed also it has made me see the way to fixing the vehicles that were not working for me when my pc went down. @tinemem if I delete the camo\camo2\camo3 how will i define the extra textures to be random when placed in the editor as at the moment 1 unit has 1 set of clothes but i would like to keep it the way it was so i can have many clothes for the same model cheers guys all that messin with the configs over the last 6 days paid off. Share this post Link to post Share on other sites