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AveryTheKitty

Object Builder and model config help needed!

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Right now I am working on a couple of things for my mod that require some changes to models/new models. I just started Object Builder today and I've seen the manual and it doesn't help.

I'm having 2 issues:

1. How do I add textures in Object Builder? I am trying to port over the US Backpack to replace the Tortila/Carryall on the BLUFOR side. Right now I don't know how to do anything and help would be much appreciated.

2. I'm not using Object Builder for this, but I am trying to change out the normal map and SMDI map on a BI model, which is binarized. I've changed the paths to the textures I wanted to put in using Notepad++, but so far I've had no luck.

Please help,

Thanks.

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For number 1, select your model/the parts you want textured. then hit E it will bring up the texture menu then choose the path to the PAA.

For number 2, i dont have experience with this part sorry :/

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http://i.imgur.com/fNOfLMq.jpg (162 kB)

The backpack is ingame, but is stuck to my legs, help?

Also when I move away from the bag, it's texture disappears until I move back up to it.

Edited by Nightmare515

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Assuming backpacks work similar to helmets, you may have to add the property "autocenter = 0" to the geometry LOD. The properties box can be found at the bottom left of Object builder.

The texture issue could be because you didn't apply the texture to all of the visual LODs you have. So only the LoD where you're right next to it has the texture.

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Assuming backpacks work similar to helmets, you may have to add the property "autocenter = 0" to the geometry LOD. The properties box can be found at the bottom left of Object builder.

The texture issue could be because you didn't apply the texture to all of the visual LODs you have. So only the LoD where you're right next to it has the texture.

How do I add "autocenter = 0"?

Edited by Nightmare515
Figured out texturing LODs

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the vidual LODS are just the "1.0000" "2.0000" ect. As well as the "View pilot" LOD. View plot LOD is what you see on YOUR guy in first person.

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the vidual LODS are just the "1.0000" "2.0000" ect. As well as the "View pilot" LOD. View plot LOD is what you see on YOUR guy in first person.

I figured it out, I need help with getting into the properties and setting autocenter to 0.

Edit: Ctrl+1, also Autocenter is on 0.

Edited by Nightmare515

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maybe, you have to set the prperties window under the topic "window" in active.

If not, you have to right click on the red marked field (marked in the picture), then you can click on "New"

and then write "autocenter=0"

Here the picture, which should help you to find out where the prperties window is (attention: The position of the windows can be changed)

http://www7.pic-upload.de/13.04.14/tdew5h6dxkoh.png (118 kB)

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Here it is:

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 helmet_mk7_01 : ArmaMan {}; 
  class helmet_mk7_02 : ArmaMan {};
  class us_backpack : ArmaMan {};
};  

Still having issues with shadows and stuff.

Oh and I still need help with the Backpack.

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Hello, here I am unable to apply my texture. Paa on my item and I can not find a tutorial that really explains it, could you please help me? (desoler I am a beginner)

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.                                     .

Edited by An_A3_Dev
Made my own topic for the problem I am having

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