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Hi all im having a minor issue with a helmet i'm currently working on. I pack the pbo fine and all that jazz but once im in game i get an error saying the p3d cannot be opened. The p3d is all original, as in i own it and made it from scratch. Iv'e made a few vehicles in the past but was wondering if anyone has an idea why the helmet won't open.

 

Also on a side note i reduced the vert count to about 400 verts and still no joy.

 

 This is my config.cpp

 

 
class CfgPatches {
class Irishs_Gear {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
 
class cfgWeapons {
class ItemCore; /// External class reference
class InventoryItem_Base_F; /// External class reference
 
class HeadgearItem : InventoryItem_Base_F {
allowedSlots[] = {901, 605}; /// defines where can be the cap placed, it is small enough to fit in backpack
type = 605; /// standard slot for the cap is on head
hiddenSelections[] = {}; /// default caps don't have any changeable selections
hitpointName = "HitHead"; /// what hitpoint is covered with the cap to have additional protection
};
 
class MK6 : ItemCore {
scope = 2;
weaponPoolAvailable = 1;
displayName = "Mk6 Jungle Warfare";
picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
model = "\MK6_Helmet\Mk6";
 
class ItemInfo : HeadgearItem {
mass = 10;
uniformModel = "\MK6_Helmet\Mk6";
modelSides[] = {3, 1};
armor = 3*0.5;
passThrough = 0.8;
};
};
};
 
This is my 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 Irishs_Gear : ArmaMan{};
 
};
 
Any help anyone can give will be greatly appreciated. 

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model = "\MK6_Helmet\Mk6";

Missing .p3d I guess? :€)

model = "\MK6_Helmet\Mk6.p3d";

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In the model.cfg the MODEL needs to be defined, not the cfgAddons classname

Change

class Irishs_Gear : ArmaMan{};

to

class MK6: ArmaMan{};
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My path is \MK6_Helmet\Mk6.p3d"; as seen in the config and my entire P drive directory is â€ªP:\MK6_Helmet\Mk6.p3d

 

I'm thinking now myself it could be the path as i used a sample p3d to test it and still the same error.

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Is Mk6 helmet the name of the actual PBO? Or is that a sub folder?

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I suggest you first name the main folder to something unique to you. 

 

NPMP_Mk6_Helmet

 

Now inside the main folder you have your p3d, config and model.cfg.  

 

parameter in the config should now be 

model  = "\NPMP_mk6_helmet\Mk6_helmet.p3d";
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Ok so i took your advice and made the folder structure more neat and now has the tag (NPMP) and so on. I still have the problem i changed my p3d that i made and put an arma 3 sample p3d to test it and the sample p3d still doesn't work im not to sure if the arma samples are ready to use straight away but neither my helmet or sample hat works. Any ideas ?

 

 

Thanks for all this help lads i appreciate it loads

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Well to make the model i used blender.

Then i ported that to OBJ Builder. To do lods and all that stuff.

Then i use addon builder to compile the files into PBO

 

EDIT

 

Ok i used pboProject instead and the hat is visible. But now its in my characters stomach area.

 

7AA3746BC7335C7E92BF115CCEAD6701862C2121

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...But now its in my characters stomach area.

 

 

 

Appears you didn't weigh your object to the "head" selection. 

 

If you're not sure, as you can see below the shemagh is attached to the "Head" selection on the right. You simply just have to make a new selection and name it "Head". Then weigh all the verts and redefine the selection. 

 

b1e273d68880ef62e36660117944480c.png

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Appears you didn't weigh your object to the "head" selection. 

 

If you're not sure, as you can see below the shemagh is attached to the "Head" selection on the right. You simply just have to make a new selection and name it "Head". Then weigh all the verts and redefine the selection. 

 

SNIP

and/or the model.cfg is still FUBAR as I outlined earlier...If you've renamed your model as suggested by Slatts earlier in the thread, you also need to make the same name change in your model.cfg...

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named property autocenter=0 in GeoLOD

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I have updated the model.cfg to the correct names as far as i know. And i have a head selection but cant give weight or mass to it.

 

What do you mean x3kj ? I have a geoLod but has no selections or anything in it.

 

 

Ok i got it working thanks lads. Ill now have to look into adding the hitbox of the helmet and such aswell as texturing 

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One quick question that is off topic. Im sorry if it is were can i find the apex pbos to use the tropic camos for my helmet.

 

You can't open the files yet. But Nightmare515 has your back http://i.imgur.com/ne9r49K.png

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Again before i call it a wrap an idea why my helmet is transparent ?

f2e7e1c733ec8d2689b01952d3b5d22a.png

 

But then when far away its visible.

43bcbb77fad8774373c1cde97ad2f996.png

 

Would this be caused by the paa being wrong in some way ?

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Would this be caused by the paa being wrong in some way ?

Yes. Make sure its a 24bit .TGA file with absolutely 0 transparency (a completely WHITE ALPHA mask). Then save it with the extension _co.paa (following the BI texture Naming Conventions).

Only once you've completed these steps THEN use TexView to convert the texture...

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Ok is it possible to use a transparent image as i need the design of a transparent image as seen here ? f2e7e1c733ec8d2689b01952d3b5d22a.png

 

Without transparent images the leafs are solid and i have this. 74b346fd15143873771497aa8d8945df.png

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Make the 'feathers' a 32bit TGA with whatever Alpha channel gradient you want and give it the extension _ca.tga

Make the rest of the helmet a 24bit tga as I outlined above

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Ok i will do that now but one question. What do you mean by the alpha gradient. I know the alpha channel controls opacity but thats about it.

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Ok i will do that now but one question. What do you mean by the alpha gradient. I know the alpha channel controls opacity but thats about it.

It was a poor choice of words. I simply meant use whatever level of varying transparency you want (the stems wont be transparent but the plume itself will be presumably.

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