Cunico 995 Posted January 25, 2014 Ok, so I'm back and making more and adding onto my "Hidden Identity" pack. Basically I made some new models and would like them to replace the nvg slot to see how I like that. How would I go about do this? If someone can get me the config file for it, that would be awesome! or at least point me in the right direction. I have been away from Arma for a long while now, but back. So, I kinda feel like I forgot how to do a few things. Thanks in advance. Share this post Link to post Share on other sites
x3kj 1247 Posted January 25, 2014 NVG are defined in the main config file found in Addons/weapons_f.pbo Share this post Link to post Share on other sites
antoineflemming 14 Posted January 26, 2014 class cfgWeapons { class Binocular; class NVGoggles: Binocular{}; class NVCustom: NVGoggles { displayName = "Custom NVGs"; picture = "your custom pic"; model = "your custom model"; class ItemInfo { type = 616; hmdType = 0; uniformModel = "your custom model w/ night vision ON, NVGs in DOWN position"; modelOff = "your custom model w/ night vision OFF, NVGs in UP position"; mass = 4; }; }; }; If you want to replace NVGs, just make the classname NVGoggles, or whatever the faction-specific NVG classnames are. Share this post Link to post Share on other sites
Pomi Git 256 Posted January 26, 2014 Ok, so I'm back and making more and adding onto my "Hidden Identity" pack. Basically I made some new models and would like them to replace the nvg slot to see how I like that. How would I go about do this? If someone can get me the config file for it, that would be awesome! or at least point me in the right direction. I have been away from Arma for a long while now, but back. So, I kinda feel like I forgot how to do a few things. Thanks in advance. Hey Cunico, good to see you back. You may have forgotten but I sent you a copy of my script last year. Assuming you haven't cleared out your mailbox you should still have it. What antoineflemming has written looks about right though. One thing to note thats worth considering, last I checked nv goggles are not visible when a unit is inside a vehicle. Not sure if this a bug or done deliberately but it's poor user experience as far as I'm concerned. Share this post Link to post Share on other sites
Cunico 995 Posted January 27, 2014 Thanks Ant, and pom. Yeah, I forgot about that I will have to check that out. Still sucks I have to redo all this...damn HDD failure's. Also, if that's the case I might not put them in the NVG slot I don't know...guess we will ahve to weigh the pros and cons. THanks for the heads up guys. Share this post Link to post Share on other sites
Cunico 995 Posted January 27, 2014 (edited) Ok, well I got everything set and straightened away finally but I'm having that old issue I used to get a lot with the model being part on the face and the other part between the legs. I have weighed everything, and attached it to body parts probably more than I should. Configs and model.cfg are all right (as far as I know). It's been toooo long I guess, but I can't remmeber for the life of me what the fix was. I know it was something simple. I have sat here for a few hours tyring to figure it out. Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "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", //Right upper side "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", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class Shemagh_Face: ArmaMan {}; }; Config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class Shemagh_Face { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgGlasses { class None; class Shemagh_Face: None { displayname = "Face Shemagh - Desert"; model = "\Shemaghs\Shemagh_Face.p3d"; picture = "\shemaghs\UI\neckDicon.paa"; identityTypes[] = {"NoGlasses",0,"G_NATO_default",0,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",0,"G_NATO_SF",0,"G_NATO_sniper",0,"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",0,"G_HAF_default",0,"G_CIVIL_female",0,"G_CIVIL_male",0}; }; }; //}; I will keep scratching away at this, once again thanks for the help in advance guys. Edited January 27, 2014 by Cunico Share this post Link to post Share on other sites
Pomi Git 256 Posted January 27, 2014 Configs look fine to me, autocenter set to 0 on Geometry LOD? Quote from character modding guide Geometry LOD has to be present, even if it's empty, and has to have "autocenter = 0" set in Named Properties window Share this post Link to post Share on other sites
Cunico 995 Posted January 27, 2014 (edited) I do have a geometry LOD present, but I can't tell if its sets to autocenter or 0. I'm looking in the properties window but don't seen an auto center. I looked around the web at other posts but nothing really tells me how to make sure its centered. I copied the Geometry lod from kiorys balaclava, if that matters...just to make sure its ok. Edited January 27, 2014 by Cunico Share this post Link to post Share on other sites
Pomi Git 256 Posted January 28, 2014 hmm thinking about it more, if part is on the face and part is between the legs, that suggests to me you've missed part of the model when weighting/naming selections. I'm not sure what approach you are taking to do weighting but I came up with a really easy way of doing it in 3ds Max to save time. Open the sample character model Delete everything you don't need (in your case everything but the head inc neck) import your model (merge is the option from memory) Select the character head and attach your model to it. Done right you should see weighing copied to your model Use the P3D export plugin to create the Universal Bistudio TXT file (note doesnt work with 3ds Max 2014) Import to Oxygen Select the head model (you should be able to select separately from your model) and delete it Open another Oxygen session and open the Headgear template Copy and paste your model to the headgear template Repeat process for each LOD Save as new file By doing this you dont need to manually do weighting, you're instead using weighting from the sample character. If this doesnt help, maybe post your question in the O2 section, I'm sure this is an easy fix. Share this post Link to post Share on other sites