AveryTheKitty 2626 Posted April 13, 2014 (edited) So I've decided to port over 2 helmets (Scrim and regular Mk7 helmets) and this is what happened: http://i.imgur.com/0BGbd28.jpg (138 kB) Any idea how to fix? Oh and my Autocenter is on 0. Thanks. Edited April 13, 2014 by Nightmare515 Share this post Link to post Share on other sites
zachgibson22 3 Posted April 13, 2014 Autocenter is in the properties box right? Not selections. Also it's on the geometry LOD? Share this post Link to post Share on other sites
raspu86 92 Posted April 13, 2014 Yep, make sure to set autocenter=0 in the geometry LOD. I had the same issue. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted April 13, 2014 It's not working. Here, I have no idea what I'm doing, So I'll put it here if you can fix it. https://mega.co.nz/#!GsImFZjJ!qb5v1lT9GrqztjVGZ8Bvj_Mg-ZUmL6SeLgRfDaYlfZs Thanks. Share this post Link to post Share on other sites
surpher 1 Posted April 13, 2014 Might help ->> Helmet Model Issues Share this post Link to post Share on other sites
raspu86 92 Posted April 13, 2014 It's not working. Here, I have no idea what I'm doing, So I'll put it here if you can fix it.https://mega.co.nz/#!GsImFZjJ!qb5v1lT9GrqztjVGZ8Bvj_Mg-ZUmL6SeLgRfDaYlfZs Thanks. Just open the model in Oxygen, press STRG+1, delete the autocenter property name in the geometry LOD, and set it again. Something seems to be off with these models, so the value isn't recognized by the game. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted April 13, 2014 I added a Model.cfg, and it works, sorta... http://i.imgur.com/nbd01zM.jpg (132 kB) http://i.imgur.com/rQgNRFq.jpg (123 kB) Details like the NVG bracket and headset aren't attached to the helmet and are stuck in my crotch. Also the shadows are jacked up. Anyway to fix? Also when I binarized this addon to test the helmets, the .log said I had 2 UV maps on one or both of the helmets. Share this post Link to post Share on other sites
surpher 1 Posted April 13, 2014 Have you added the NVG bracket to the "head" selection? Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted April 13, 2014 Have you added the NVG bracket to the "head" selection? How do I do that? Share this post Link to post Share on other sites
DerBiwi 10 Posted April 13, 2014 Mark the Proxy, go to the selections list and click new. Then you type in "head" and press "Enter" Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted April 13, 2014 If I type in Head it says that the name is already used, type another. Share this post Link to post Share on other sites
DerBiwi 10 Posted April 13, 2014 then click on the head selection, press Cntrl and mark the proxy AND the headselection (I think your helmet) and right click on the head selection and click on "Redefine". Than, just for testing, click on the head selection, and when the Proxy and the helmet are marked, you have done it ;) Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted April 13, 2014 then click on the head selection, press Cntrl and mark the proxy AND the headselection (I think your helmet) and right click on the head selection and click on "Redefine".Than, just for testing, click on the head selection, and when the Proxy and the helmet are marked, you have done it ;) Ok, I did it. What about the glitchy shadows? Share this post Link to post Share on other sites
DerBiwi 10 Posted April 13, 2014 Dunno, maybe you should take a look a Mondkalb's Addon Tutorial: https://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial Take a look at the topic: Shadowvolume. And please: check out, weither your Model got turned in Faces. You can see it at the little blue srtipes, coming out of your vertices, when They are Inside, press "W" to invert them to outside orientation... Share this post Link to post Share on other sites
x3kj 1247 Posted April 14, 2014 your shadow lod has to be closed, triangulated, with hard edges (afaik). And it should be a tiny bit smaller then the helmet (use max modifier push to shrink it based on surface normals, not sure how it works in blender) so it does not shade the whole helmet Share this post Link to post Share on other sites
zeealex 2029 Posted April 20, 2014 hey guys, I'm having the same issue with a head model, and I can't find the autocenter property on O2, I'm completely new to this program, and trying to add a few new heads into the game. i can send the file if that helps, but basically I have a crotch head, and I've looked at the model CFG, and exhausted every other option I can think of. is anyone willing to help a learner like me? Share this post Link to post Share on other sites
x3kj 1247 Posted April 20, 2014 look at the arma 3 headwear sample model, you might have to enable the property window in O2/Objectbuilder first (windows-> named properties). autocenter is only required in the Geometry LOD afaik. Share this post Link to post Share on other sites
zeealex 2029 Posted April 22, 2014 alrighty, thank you! i've got it working now, the weights weren't assigned correctly, herp derp! :) Share this post Link to post Share on other sites
Richards.D 761 Posted April 24, 2014 Yes, this is as you pointed out a Model.CFG issue. 99% I find it is either I derped and forgot autocenter = 0, or I wrote it wrong in the Model.CFG. Share this post Link to post Share on other sites