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yugoslav

Helmet Problems

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I managed to get a Helmet into Game, But in the Crotch Region. I saw another thread about this and followed the advice, I got the Helmet from the ground to the Crotch but still cant seem to get it on the head.

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 M1_Helmet_HP : ArmaMan {};
};  

Config.cpp

enum {
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};

class CfgPatches {
class M1_Helmet {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};

class cfgWeapons {
class ItemCore; // External class reference
class InventoryItem_Base_F; // External class reference
class HeadgearItem;

class M1_Helmet_HP : ItemCore {
scope = 2;
weaponPoolAvailable = 1;
displayName = "M1 Helmet";
picture = "";
model = "\Pack_it\M1_Helmet_HP";

class ItemInfo : HeadgearItem {
mass = 100;
uniformModel = "\Pack_it\M1_Helmet_HP";
modelSides[] = {3, 1};
armor = 3*0.5;
passThrough = 0.8;
};
};
};

Thanks for looking

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Is the helmet at the level of a characters head in the editor?

Did you add "autocenter" and the value of 0 in the geometry LOD?

Richards

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Autocenter = 0 is on the Geo lod

---------- Post added at 06:54 PM ---------- Previous post was at 06:00 PM ----------

The Helmet is centered, it is at the crotch so it is not Leveled to the characters head

Edited by Yugoslav

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do you have a head selection (entire helmet) ?

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I was able to get it working, had "Autocenter = 0" in the wrong spot.

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