morthon 152 Posted June 19, 2016 HI, so I'm working on this soldier dude as one of my first ever addons for A3. I have followed the available tutorials closely and produced a model that I've successfully exported into the engine, after some struggles. However, the mesh refuses to deform when in-game, but works fine in 3ds max and in O2 with imported .RTMs. Did I do anything wrong in the config? Does anybody have a clue on what causes this and how I could resolve this problem? I feel like I'm missing something, a named selection or something but I wouldn't know what. Model and deformation work fine in 3ds max and O2, but... ... the mesh refuses to deform at all when in-game. Also, the name selections that are supposed to swap the skin texture don't seem to work either (observe the hands). Please help me, I'm so close to being able to throw this out there, you're my only hope. Share this post Link to post Share on other sites
PuFu 4600 Posted June 19, 2016 how is your p3d file/ class defined in your model.cfg? edit: also instead of half melodramatic posts it might be better to write down (pastebin it) some basic stuff: model.cfg and config - no one around here can correctly guess what is wrong with it from 2 images (you have some weights issue near your character's right knee btw) Share this post Link to post Share on other sites
morthon 152 Posted June 19, 2016 My apologies, you're right. It's a little late here and I'm pretty burned out from figuring out how all the config stuff worked. I had no idea I had to set up a model.cfg. I thought they were shared among all soldier models automatically. The tutorials certainly didn't mention a model.cfg That might very well be the problem, I'll look into that right away. Config pastbin: http://pastebin.com/embed/Vu51XFD0 Share this post Link to post Share on other sites
PuFu 4600 Posted June 19, 2016 that pastebin link leads to nowhere...FPDR use this http://pastebin.com/7V6tbZRnas model.cfg, make sure define the class right at the bottom (the class you define needs to be the same as your .p3d name) class your_class : ArmaMan {}; and the .p3d file name needs to be your_class.p3d - of course change the class with whatever you want, just making sure that was obvious i don't know what tuts you've been watching, but this has most if not all info you need:https://steamcommunity.com/workshop/filedetails/?id=340689844 Share this post Link to post Share on other sites
morthon 152 Posted June 19, 2016 Oh man... See what I mean? Maybe I should give up for tonight as I'm clearly out of it haha Correct link: http://pastebin.com/Vu51XFD0 I consulted the tutorials on the wiki mostly and Mondkalb's addon tutorial. Thanks for the help, I'll try setting up the model.cfg according to your instructions. By the way, is a model.cfg always necessary? Share this post Link to post Share on other sites
PuFu 4600 Posted June 19, 2016 By the way, is a model.cfg always necessary? yes, it get's baked into the ODOL .p3d file format during binarization, hence why the names needs to be the same. You can get away for stuff you don't have animations for or other special properties (say static props, casings, discarded magazine models etc) Share this post Link to post Share on other sites
morthon 152 Posted June 23, 2016 Thank you very much, it was indeed the model.cfg. I've been able to get it to work now and I'm a very happy man! Share this post Link to post Share on other sites