Jump to content
ir0n

Model.cfg for custom objects is not loading properly on binarized map

Recommended Posts

Hi guys,

 

I´ve encountered a strange problem with some of my buildings/objects I did my self.

 

When I load them (mostly houses) via the 2D/3D Editor into the Game, the model.cfg is working perfectly (glass is breaking, lights work)

But if I place them on my map (via TerrainBuilder; packing with pboProject1.56) the model.cfg is not loading -> no breakable glass…

The work-around here would be to go to another map first (Stratis for example), place the house in 2D/3D Editor and load the map. Then go back to the main menu and load my own map, then the model.cfg for the house is loading correctly.

Now my question is: Is this a packing problem or a problem my object?

Here´s the data of the object:

Config:

[...]

class House;

                class House_F: House

                {

                                class DestructionEffects;

                };

                class Ruins_F;

class Land_ir0n_gardenhouse: House_F

                {

                                scope = 2;

                                scopeCurator = 2;

                                displayName = "Gardenhouse";

                                model = "ir0n\Highway7\ir0n_highway7_obj\buildigs\ir0n_gardenhouse.p3d";

                                vehicleClass = "ir0n_highway7_buildings";

                                mapSize = 7;

                                cost = 4000;

                                class DestructionEffects: DestructionEffects

                                {

                                                class Ruin

                                                {

                                                                simulation = ruin;

                                                                type = "";

                                                                position = "";

                                                                intensity = 1;

                                                                interval = 1;

                                                                lifeTime = 1;

                                                };

                                };

                                class HitPoints

                                {

                                                DOOR_GLASS_HITPOINT(1,0.01,0.175)

                                                NORMAL_GLASS_HITPOINT(2,0.01,0.175)

                                                NORMAL_GLASS_HITPOINT(3,0.01,0.175)

                                };

                                class Damage

                                {

                                                tex[] =

                                                {

                                                               

                                                                "A3\Structures_F\Data\Windows\window_set_CA.paa",

                                                                "A3\Structures_F\Data\Windows\destruct_half_window_set_CA.paa",

                                                                "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,co)",

                                                                "#(argb,8,8,3)color(0.294118,0.294118,0.294118,1.0,co)",

                                                                "#(argb,8,8,3)color(0.501961,0.25098,0,1.0,co)",

                                                                "#(argb,8,8,3)color(0.392157,0.196078,0,1.0,co)",

                                                                "#(argb,8,8,3)color(1,1,0.501961,1.0,co)",

                                                                "#(argb,8,8,3)color(0.513725,0.513725,0.203922,1.0,co)",

                                                                "#(argb,8,8,3)color(0.752941,0.752941,0.752941,1.0,co)",

                                                                "#(argb,8,8,3)color(0.478431,0.478431,0.478431,1.0,co)",

                                                                "#(argb,8,8,3)color(1,0,0,1.0,co)",

                                                                "#(argb,8,8,3)color(0.701961,0,0,1.0,co)"

                                                };

                                                mat[] =

                                                {

                                                                "A3\Structures_F\Data\Windows\window_set.rvmat",

                                                                "A3\Structures_F\Data\Windows\destruct_half_window_set.rvmat",

                                                                "A3\Structures_F\Data\Windows\destruct_full_window_set.rvmat"

                                                };

                                };

                                class AnimationSources

                                {

                                                class Door_1_source

                                                {

                                                                source = user;

                                                                initPhase = 0;

                                                                animPeriod = 1;

                                                                sound = "GenericDoorsSound";

                                                };

                                                class Glass_1_source

                                                {

                                                                source = Hit;

                                                                hitpoint = Glass_1_hitpoint;

                                                                raw = 1;

                                                };

                                                class Glass_2_source: Glass_1_source

                                                {

                                                                hitpoint = Glass_2_hitpoint;

                                                };

                                                class Glass_3_source: Glass_1_source

                                                {

                                                                hitpoint = Glass_3_hitpoint;

                                                };

                                };

                               

                                class UserActions

                                {

                                                class OpenDoor_1

                                                {

                                                                displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";

                                                                displayName = "Open Door";

                                                                position = Door_1_trigger;

                                                                priority = 0.4;

                                                                radius = 1.5;

                                                                onlyForPlayer = true;

                                                                condition = ((this animationPhase 'Door_1_rot') < 0.5);

                                                                statement = ([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleOpen);

                                                };

                                                class CloseDoor_1: OpenDoor_1

                                                {

                                                                displayName = "Close Door";

                                                                priority = 0.2;

                                                                condition = ((this animationPhase 'Door_1_rot') >= 0.5);

                                                                statement = ([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleClose);

                                                };

                                };

                                numberOfDoors = 1;

                };[...]

model.cfg

class CfgSkeletons

{

class ir0n_gardenhouse_skeleton

{

isDiscrete=1;

skeletonInherit = "";

skeletonBones[]=

{

"Frontdoor","",

"Glass_1_hide", "Frontdoor",

"Glass_1_unhide", "Frontdoor",

"Glass_1", "Frontdoor",

"Glass_1_effects", "Frontdoor",

"Door_1_trigger", "Frontdoor",

"Glass_2_hide", "",

"Glass_2_unhide", "",

"Glass_3_hide", "",

"Glass_3_unhide", ""

};

};

};

class CfgModels

{

class ir0n_gardenhouse

{

skeletonName = "ir0n_gardenhouse_skeleton";

sections[]=

{

"Glass_1_hide",

"Glass_2_hide",

"Glass_3_hide"

};

sectionsInherit = "";

class Animations

{

class Door_1_rot

{

type="rotation";

source="Door_1_source";

selection="Frontdoor";

axis="Door_1_axis";

memory=1;

minValue=0;

maxValue=1;

angle0=0;

angle1="(rad 100)";

};

class Glass_1_hide

{

type="hide";

source="Glass_1_source";

selection="Glass_1_hide";

minValue=0;

maxValue=1;

hideValue=0.99998999;

};

class Glass_1_unhide: Glass_1_hide

{

selection="Glass_1_unhide";

hideValue=0;

unhideValue=0.99998999;

};

class Glass_2_hide: Glass_1_hide

{

source="Glass_2_source";

selection="Glass_2_hide";

};

class Glass_2_unhide: Glass_1_unhide

{

source="Glass_2_source";

selection="Glass_2_unhide";

};

class Glass_3_hide: Glass_1_hide

{

source="Glass_3_source";

selection="Glass_3_hide";

};

class Glass_3_unhide: Glass_1_unhide

{

source="Glass_3_source";

selection="Glass_3_unhide";

};

};

};

};

View in OB:

http://i.imgur.com/yjclHGm.jpg

If you think this is a OB or Tools problem, feel free to move this thread :)

Thanks for your help

ir0n

Share this post


Link to post
Share on other sites

when you make animations u need to add the Land_ to your models in the config, They will work in the editor but will break when binarized onto an island , you also need to add the class = house in the named properties of the GEO lod 

Share this post


Link to post
Share on other sites

also the name in the model.cfg needs to be exactly the same as the p3d name

Share this post


Link to post
Share on other sites

Hi Auss,

after some repacking and double checking it´s now working :)

I think I´ve missed the Land_xx Class

Thanks a lot :)

ir0n

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×