KokaKolaA3 394 Posted April 25, 2016 Hey guys, today i made my first weapon... and as I thought... a disaster :P 1. Problem: My Weapon is invisible, i didn't unwrapped the model, i just assgined textures in O2, don't know if thats the problem 2. Problem: The Holding animation is funny, but not that what i want: Pic1 3. When i fire a shot, the shot goes straight up in the air: Pic2 What did i wrong, can someone please help me? Share this post Link to post Share on other sites
PuFu 4600 Posted April 25, 2016 can you post a picture of your Object builder viewport for the weapon? Share this post Link to post Share on other sites
KokaKolaA3 394 Posted April 25, 2016 can you post a picture of your Object builder viewport for the weapon? http://imgur.com/2vwf2KX Share this post Link to post Share on other sites
Jackal326 1182 Posted April 25, 2016 The holding animation is using a broken (perhaps old format or corrupted) RTM file. Could also be configured with the wrong skeleton in the config (it reminds me of the ArmA2 female character ports using male skeletons with 'The Thing'-like hands). Re-save and re-binarize it, and check the config is setup correctly: handAnim[] = {"OFP2_ManSkeleton","\PATH_TO\holdanim.rtm"}; The weapon firing up in the air is probably due to missing/incorrectly named memory points. Alternatively, it could be linked to the weapon itself being invisible because either the game can't load the P3D (because the path is wrong in the config, though this would drop an error message), or Binarize has fucked the model to the point that the game knows the model is there but can't process it for whatever reason. 1 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted April 25, 2016 (edited) The holding animation is using a broken (perhaps old format or corrupted) RTM file. Could also be configured with the wrong skeleton in the config (it reminds me of the ArmA2 female character ports using male skeletons with 'The Thing'-like hands). Re-save and re-binarize it, and check the config is setup correctly: handAnim[] = {"OFP2_ManSkeleton","\PATH_TO\holdanim.rtm"}; The weapon firing up in the air is probably due to missing/incorrectly named memory points. Alternatively, it could be linked to the weapon itself being invisible because either the game can't load the P3D (because the path is wrong in the config, though this would drop an error message), or Binarize has fucked the model to the point that the game knows the model is there but can't process it for whatever reason. Thank You, the path is right, i will post my issues with the Guide of zach Gibson later, maybe you can say me what i understood wrong ..... magazinereloadtime = 0; magazines[] = {"kka3_magazine_762_20rounds"}; //magazines used maxleadspeed = 23; maxrange = 1000; maxrangeprobab = 0.04; maxrecoilsway = 0.008; memorypointcamera = "eye"; mfact = 1; mfmax = 0; midrange = 300; midrangeprobab = 0.58; minrange = 1; minrangeprobab = 0.3; model = "kka3_weapon_B\mk17"; //weapon location of p3d...(dont add .p3d at the end) modelmagazine = ""; modeloptics = "-"; modelspecial = ""; modes[] = {"Single", "Burst","FullAuto"}; multiplier = 1; muzzleend = "konec hlavne"; muzzlepos = "usti hlavne"; muzzles[] = {"this"}; namesound = "rifle"; optics = 0; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; picture = "\kka3_weapon_B\UI\gear_MK17_x_ca"; primary = 10; recoil = "assaultRifleBase"; recoilprone = "assaultRifleBase"; reloadaction = "GestureReloadEBR"; //reload gesture reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\LongRangeRifles\Mk18\Mk18_reload",1,1,10}; reloadsound[] = {"", 1, 1}; reloadtime = 0.15; ............. Edited April 25, 2016 by KokaKolaA3 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted April 25, 2016 There are 2 things where i didn't knew what to do, so i tried it, maybe its wrong: I used Zach Gibson Guide: at the Geometry LOD: i just selected the Stock, Barrel etc. and made for each object a new selection, i called these selections Component01, 02 etc. Is that right? The Tutorial says: "Name any parts you have to selections you have called “Component01†“Component02†ect. Why? IDK." my english is not the best, so maybe i understood it wrong :P the second thing i didn't understood is: The handanimation: I just put the Gun in the Hand of the skeleton, i didn't had to move the hands or something because it fits perfectly. Then the Tutorials says: "Then when you’re all finished delete your gun and delete the 2 proxies that were already in the file. (Includeing the “triangle†of ponts they make and the selection names) THEN right click the selections box and go to “Delete Emptyâ€." I just deleted the 2 proxy via selections and Deleted all Empty selections. So at this point is my problem: "Also make sure the Model File containing the OFP2 Skeleton is in the same folder as animation file you just made are in the same folder. ie, “anim†folder." I made the animation file, but i have no OFP2 Skeleton in my folder, i didn't understood what he wants me to do :P can someone please explain it for me in other words? Does i have to export the file as .p3d as well and put it in the anim folder where my .rtm is located too? Share this post Link to post Share on other sites
PuFu 4600 Posted April 25, 2016 you need to have a model.cfg in the same location where the animation / hand-animation is. i asked for the the viewport to see you named selections, not your mesh. for geometry, you dont' need to manually dame these components, but on the other hand geo lod should not be the same as your vis lod in terms of mesh density Share this post Link to post Share on other sites