ceolnariazz 39 Posted December 13, 2016 hi there, i have downloaded slatts unfinished M32 launcher and i wanted to retexture it and add a Bipod Function. anyhow i can't get the textures in Buldozer NOR ingame my textures paths(same for the material files ): before : M32\data\ now : Weapons_F_CTRG\M32\data\ here's my model.cfg Spoiler class CfgSkeletons { class M32_Base { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "trigger","", "reload","", "drum","reload", "grenade1","drum", "grenade2","drum", "grenade3","drum", "grenade4","drum", "grenade5","drum", "grenade6","drum", "safety_catch","", "OP","", "ForeSight","", "BackSight","" }; }; }; class CfgModels { class M32_Base { sections[] = {"zasleh"}; sectionsInherit = ""; skeletonName = "M32_Base"; class Animations { class OP_ROT { type="rotation"; source="zeroing1"; sourceAddress="loop"; selection="OP"; axis="OP_axis"; minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class trigger { type = "rotation"; source="reload"; selection = "trigger"; axis = "trigger_axis"; minValue = "0"; maxValue = ".5"; angle0 = 0; angle1 = "rad 40"; }; class rev { type = "rotation"; source="revolving"; selection = "drum"; axis = "drum_axis"; minValue = "0"; maxValue = "1"; sourceadress="loop"; angle0 = 0; angle1 = "rad 360"; }; class reload_hide1 { type="hide"; source="reloadMagazine"; selection="grenade1"; minValue=0; maxValue=.5; sourceAddress="mirror"; hideValue=".2+random .8"; }; class reload_hide2: reload_hide1 { selection="grenade2"; hideValue=.33; }; class reload_hide3: reload_hide2 { selection="grenade3"; }; class reload_hide4: reload_hide2 { selection="grenade4"; }; class reload_hide5: reload_hide2 { selection="grenade5"; }; class reload_hide6: reload_hide2 { selection="grenade6"; }; class reload_open : rev { source = "reloadMagazine"; selection = "reload"; axis = "reload_axis"; sourceadress="clamp"; angle0 = "0"; angle1 = "-2.5"; minValue="0"; maxValue=".10"; }; class reload_close : reload_open { angle0 = "0"; angle1 = "2.5"; minValue=".9"; maxValue="1"; }; class drum_wobble1:rev { type = "rotation"; source="reloadMagazine"; sourceadress="loop"; minValue="0"; maxValue=".15"; angle0 = "0"; angle1 = "((round(random 2))*(rad (360/6)))"; }; class drum_wobble2:drum_wobble1 { maxValue=".3"; }; class drum_wobble3:drum_wobble1 { maxValue=".45"; }; class drum_wobble4:drum_wobble1 { maxValue=".6"; }; class drum_wobble5:drum_wobble1 { maxValue=".75"; }; class drum_wobble6:drum_wobble1 { maxValue=".9"; angle1 = "(rad (360/6))"; }; class drum_wobble7:drum_wobble1 { maxValue=".7"; }; class drum_wobble8:drum_wobble1 { maxValue=".8"; }; class drum_wobble9:drum_wobble1 { maxValue=".9"; }; class drum_wobble10:drum_wobble1 { maxValue="1"; }; #define k (rad 4) #define wobbleAngle k #define wobbleAngle2 (-k) class reload_wobble1:reload_open { type = "rotation"; source="reloadMagazine"; sourceadress="clamp"; minValue="0"; maxValue=".1"; angle0 = "0"; angle1 = wobbleAngle; }; class reload_wobble2:reload_wobble1 { maxValue=".2"; }; class reload_wobble3:reload_wobble1 { maxValue=".3"; }; class reload_wobble4:reload_wobble1 { maxValue=".4"; }; class reload_wobble5:reload_wobble1 { maxValue=".5"; }; class reload_wobble6:reload_wobble1 { minValue=".5"; angle0 = "0"; angle1 = wobbleAngle2; maxValue=".6"; }; class reload_wobble7:reload_wobble6 { maxValue=".7"; }; class reload_wobble8:reload_wobble6 { maxValue=".8"; }; class reload_wobble9:reload_wobble6 { maxValue=".9"; }; class reload_wobble10:reload_wobble6 { maxValue="1"; }; class safety { type = "rotation"; source="revolve"; selection = "safety_catch"; axis = "safety_catch_axis"; minValue = "0.95"; maxValue = "1"; sourceadress="loop"; angle0 = 0; angle1 = "rad 110"; }; }; }; class M32: M32_Base { }; }; And here is my Config: Spoiler class CfgPatches { class M32 { units[] = {}; weapons[] = {}; requiredVersion = 1.01; requiredAddons[] = {}; }; }; #define magentry(mag, num) \ class _xx_##mag \ { \ magazine = #mag; \ count = num; \ } #define wepentry(wep, num) \ class _xx_##wep \ { \ weapon = #wep; \ count = num; \ } #define itementry(item, num) class _xx_##item { name=#item; count = num; } class CfgMagazines { class 1Rnd_HE_Grenade_shell; class 6Rnd_HE_M32: 1Rnd_HE_Grenade_shell { picture="\weapons_F_CTRG\M32\Data\Icon\m_6x40mmhp_ca.paa"; displayName= "6 Rnd. 40MM HE"; ammo = "G_40mm_HE"; count = 6; mass = 24; }; class 6Rnd_FlareWhite_M32: 6Rnd_HE_M32 { picture="\weapons_F_CTRG\M32\Data\Icon\m_6x40mmflare_ca.paa"; displayName= "6 Rnd. 40MM Flare (White)"; ammo = "F_40mm_White"; count = 6; }; class 6Rnd_FlareGreen_M32: 6Rnd_FlareWhite_M32 { ammo = "F_40mm_Green"; displayName= "6 Rnd. 40MM Flare (Green)"; }; class 6Rnd_FlareRed_M32: 6Rnd_FlareWhite_M32 { ammo = "F_40mm_Red"; displayName= "6 Rnd. 40MM Flare (Red)"; }; class 6Rnd_FlareYellow_M32: 6Rnd_FlareWhite_M32 { ammo = "F_40mm_Yellow"; displayName= "6 Rnd. 40MM Flare (Yellow)"; }; class 6Rnd_FlareCIR_M32: 6Rnd_FlareWhite_M32 { ammo = "F_40mm_Cir"; displayName= "6 Rnd. 40MM Flare (IR)"; }; class 6Rnd_Smoke_M32: 6Rnd_HE_M32 { picture="\weapons_F_CTRG\M32\Data\Icon\m_6x40mmsmoke_ca.paa"; displayName= "6Rnd 40MM Smoke (White)"; ammo = "G_40mm_Smoke"; count = 6; }; class 6Rnd_SmokeRed_M32: 6Rnd_Smoke_M32 { displayName= "6Rnd 40MM Smoke (Red)"; ammo = "G_40mm_SmokeRed"; }; class 6Rnd_SmokeGreen_M32: 6Rnd_Smoke_M32 { displayName= "6Rnd 40MM Smoke (Green)"; ammo = "G_40mm_SmokeGreen"; }; class 6Rnd_SmokeYellow_M32: 6Rnd_Smoke_M32 { displayName= "6Rnd 40MM Smoke (Yellow)"; ammo = "G_40mm_SmokeYellow"; }; class 6Rnd_SmokePurple_M32: 6Rnd_Smoke_M32 { displayName= "6Rnd 40MM Smoke (Purple)"; ammo = "G_40mm_SmokePurple"; }; class 6Rnd_SmokeOrange_M32: 6Rnd_Smoke_M32 { displayName= "6Rnd 40MM Smoke (Orange)"; ammo = "G_40mm_SmokeOrange"; }; }; class CfgWeapons { class rifle_Base_F; class EGLM; class UnderBarrelSlot; class WeaponSlotsInfo; class M32: rifle_Base_F { scope = 2; type = 1, 4; model = "\weapons_F_CTRG\M32\M32.p3d"; handAnim[]={"OFP2_ManSkeleton","\weapons_F_CTRG\M32\Data\Anim\M32.rtm"}; picture="\weapons_F_CTRG\M32\Data\Icon\M32_CA.paa"; displayName= "CTRG M32 MGL"; magazines[] = {"6Rnd_HE_M32", "6Rnd_FlareWhite_M32", "6Rnd_FlareGreen_M32", "6Rnd_FlareRed_M32", "6Rnd_FlareYellow_M32", "6Rnd_FlareCIR_M32", "6Rnd_Smoke_M32", "6Rnd_SmokeRed_M32", "6Rnd_SmokeGreen_M32", "6Rnd_SmokeYellow_M32", "6Rnd_SmokePurple_M32", "6Rnd_SmokeOrange_M32", "1Rnd_HE_Grenade_shell", "UGL_FlareWhite_F", "UGL_FlareGreen_F", "UGL_FlareRed_F", "UGL_FlareYellow_F", "UGL_FlareCIR_F", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell"}; inertia = 0.6; reloadTime=0.5; reloadmagazinesound[] = {"A3\sounds_f\Weapons\grenades\ugl_reload", 0.501187, 1, 20}; sound[] = {"A3\sounds_f\Weapons\grenades\ugl_shot_4", 1.12202, 1, 200}; recoil = "M240Recoil"; recoilProne = "M240Recoil"; weaponinfotype = "RscWeaponZeroing"; discretedistance[] = {100, 200, 300, 400}; discretedistancecamerapoint[] = {"OP_eye", "OP_eye2", "OP_eye3", "OP_eye4"}; cameradir = "OP_look"; cursoraim = "gl"; canlock = 0; cartridgepos = ""; cartridgevel = ""; cursor = "EmptyCursor"; muzzleend = "konec granatometu"; muzzlepos = "usti granatometu"; reloadaction = "ReloadMagazine"; class WeaponSlotsInfo: WeaponSlotsInfo { class UnderBarrelSlot: UnderBarrelSlot /// using test bipod { iconPosition[] = {0.2, 0.7}; iconScale = 0.2; compatibleItems[] = {"bipod_01_F_khk","bipod_01_F_blk","bipod_01_F_snd"}; }; }; }; }; Any help would be appreciated - like how could i add a hidden selection ? like Camo1 ( for the launcher itself) and camo2 (for the sight) Share this post Link to post Share on other sites
road runner 4344 Posted December 13, 2016 did you reassign the texture paths in O2? Share this post Link to post Share on other sites
ceolnariazz 39 Posted December 13, 2016 yep if you mean by face properties Share this post Link to post Share on other sites
road runner 4344 Posted December 14, 2016 13 hours ago, ceolnariazz said: yep if you mean by face properties Creating a hidden selection is easy. Highlight the part you want, right click within the "selections" box, add new selection and name it "Camo, Camo1, Camo2"...etc etc then you need to make sure that these "selections" appear in the model.cfg for them to work. Share this post Link to post Share on other sites
ceolnariazz 39 Posted December 14, 2016 where do they need to appear in the model.cfg ? and please feel free to use the one i posted ( copy and paste is such a beautiful thing :D ) Share this post Link to post Share on other sites
road runner 4344 Posted December 15, 2016 Here you go, this is where I have mine · class CfgSkeletons { class M32_Base { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "trigger","", "reload","", "drum","reload", "grenade1","drum", "grenade2","drum", "grenade3","drum", "grenade4","drum", "grenade5","drum", "grenade6","drum", "safety_catch","", "OP","", "camo", "", "camo1", "", "camo2", "", "camo3", "", "camo4", "", "ForeSight","", "BackSight","" }; }; }; class CfgModels { class M32_Base { sections[] = {"zasleh","camo","camo1","camo2","camo3","camo4"}; sectionsInherit = ""; skeletonName = "M32_Base"; class Animations { class OP_ROT { type="rotation"; source="zeroing1"; sourceAddress="loop"; selection="OP"; axis="OP_axis"; minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class trigger { type = "rotation"; source="reload"; selection = "trigger"; axis = "trigger_axis"; minValue = "0"; maxValue = ".5"; angle0 = 0; angle1 = "rad 40"; }; class rev { type = "rotation"; source="revolving"; selection = "drum"; axis = "drum_axis"; minValue = "0"; maxValue = "1"; sourceadress="loop"; angle0 = 0; angle1 = "rad 360"; }; class reload_hide1 { type="hide"; source="reloadMagazine"; selection="grenade1"; minValue=0; maxValue=.5; sourceAddress="mirror"; hideValue=".2+random .8"; }; class reload_hide2: reload_hide1 { selection="grenade2"; hideValue=.33; }; class reload_hide3: reload_hide2 { selection="grenade3"; }; class reload_hide4: reload_hide2 { selection="grenade4"; }; class reload_hide5: reload_hide2 { selection="grenade5"; }; class reload_hide6: reload_hide2 { selection="grenade6"; }; class reload_open : rev { source = "reloadMagazine"; selection = "reload"; axis = "reload_axis"; sourceadress="clamp"; angle0 = "0"; angle1 = "-2.5"; minValue="0"; maxValue=".10"; }; class reload_close : reload_open { angle0 = "0"; angle1 = "2.5"; minValue=".9"; maxValue="1"; }; class drum_wobble1:rev { type = "rotation"; source="reloadMagazine"; sourceadress="loop"; minValue="0"; maxValue=".15"; angle0 = "0"; angle1 = "((round(random 2))*(rad (360/6)))"; }; class drum_wobble2:drum_wobble1 { maxValue=".3"; }; class drum_wobble3:drum_wobble1 { maxValue=".45"; }; class drum_wobble4:drum_wobble1 { maxValue=".6"; }; class drum_wobble5:drum_wobble1 { maxValue=".75"; }; class drum_wobble6:drum_wobble1 { maxValue=".9"; angle1 = "(rad (360/6))"; }; class drum_wobble7:drum_wobble1 { maxValue=".7"; }; class drum_wobble8:drum_wobble1 { maxValue=".8"; }; class drum_wobble9:drum_wobble1 { maxValue=".9"; }; class drum_wobble10:drum_wobble1 { maxValue="1"; }; #define k (rad 4) #define wobbleAngle k #define wobbleAngle2 (-k) class reload_wobble1:reload_open { type = "rotation"; source="reloadMagazine"; sourceadress="clamp"; minValue="0"; maxValue=".1"; angle0 = "0"; angle1 = wobbleAngle; }; class reload_wobble2:reload_wobble1 { maxValue=".2"; }; class reload_wobble3:reload_wobble1 { maxValue=".3"; }; class reload_wobble4:reload_wobble1 { maxValue=".4"; }; class reload_wobble5:reload_wobble1 { maxValue=".5"; }; class reload_wobble6:reload_wobble1 { minValue=".5"; angle0 = "0"; angle1 = wobbleAngle2; maxValue=".6"; }; class reload_wobble7:reload_wobble6 { maxValue=".7"; }; class reload_wobble8:reload_wobble6 { maxValue=".8"; }; class reload_wobble9:reload_wobble6 { maxValue=".9"; }; class reload_wobble10:reload_wobble6 { maxValue="1"; }; class safety { type = "rotation"; source="revolve"; selection = "safety_catch"; axis = "safety_catch_axis"; minValue = "0.95"; maxValue = "1"; sourceadress="loop"; angle0 = 0; angle1 = "rad 110"; }; }; }; class M32: M32_Base { }; }; Share this post Link to post Share on other sites
ceolnariazz 39 Posted December 15, 2016 ty m8 :) will give it a try l8er :) 1 Share this post Link to post Share on other sites