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Replace default Rope model

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Hi everyone,

 

I'm trying to change the Rope (ropeCreate) default model so it looks different. I'm trying to model a crane and want it to look like a steal black cable.

 

This is the config replacement I'm trying to do:

 

class CfgPatches
{
	class tisor_crane
	{
		units[]={};
		weapons[]={};
		magazines[] = {};
		requiredVersion=0.1;
		requiredAddons[]={};
	};
};



class CfgVehicles
{	
	class All;
	class Rope : All
	{
		model = "\tisor_crane\tisor_ropesegment.p3d";
	};
};

 

But I can't get it to work.

 

In Project Life they have been success on changing the model to a Hose one so it can be done... but how? Can anyone give me a hand please.

 

Thanks in advance

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On 2/25/2017 at 4:22 AM, Tisor said:

Hi everyone,

 

I'm trying to change the Rope (ropeCreate) default model so it looks different. I'm trying to model a crane and want it to look like a steal black cable.

 

This is the config replacement I'm trying to do:

 


class CfgPatches
{
	class tisor_crane
	{
		units[]={};
		weapons[]={};
		magazines[] = {};
		requiredVersion=0.1;
		requiredAddons[]={};
	};
};



class CfgVehicles
{	
	class All;
	class Rope : All
	{
		model = "\tisor_crane\tisor_ropesegment.p3d";
	};
};

 

But I can't get it to work.

 

In Project Life they have been success on changing the model to a Hose one so it can be done... but how? Can anyone give me a hand please.

 

Thanks in advance

Isnt there a steel cable in the editor...or can you change the color/texture of the rope to black or a dark silver?

 

 

Diesel

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5 minutes ago, diesel tech jc said:

Isnt there a steel cable in the editor...or can you change the color/texture of the rope to black or a dark silver?

 

 

Diesel

 

No, as far as I know. That's why I need to redefine the model.

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Just now, Tisor said:

 

No, as far as I know. That's why I need to redefine the model.

Maybe it was a rope I was thinking about..in the seaport section I think..always thought to myself..well thats dumb what are ya gonna do with a single piece of straight rope..lol You making a crane from scratch? Thats impressive!

 

 

Diesel

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1 minute ago, diesel tech jc said:

Maybe it was a rope I was thinking about..in the seaport section I think..always thought to myself..well thats dumb what are ya gonna do with a single piece of straight rope..lol You making a crane from scratch? Thats impressive!

 

 

Diesel

 

Yeah, It's a truck crane. Actually is working with an animated vertex making a black cilinder longer... but is not as real as I wanna achieve.

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I'm trying to do the same think for my SCmod, to improve the visual rendering of the pipe.

 

I made a rope... Yes... but invisible :

class CfgVehicles
{
	class All {};
	class Rope: All {};
	class SCrope: Rope
	{
		access = 0;
		displayName = "";
		simulation = "rope";
		side = 8;
		maxRelLenght = 1.1;
		maxExtraLenght = 10.2;
		alwaysTarget = 0;
		irTarget = 0;
		irScanRangeMin = 0;
		irScanRangeMax = 0;
		irScanToEyeFactor = 1;
		laserTarget = 0;
		laserScanner = 0;
		nvTarget = 0;
		nvScanner = 0;
		artilleryTarget = 0;
		artilleryScanner = 0;
		author = "CheyenneAH56";
		mapSize = 0.03;
		_generalMacro = "Rope";
		scope = 1;
		model = "\SCmod_fire\data\SCrope.p3d";
	};
};


I tested with this script :

~3.5
systemChat "init script";
_veh = (vehicle player);
_veh setDamage 0.0;
_SCrope = "SCrope" createVehicle [0,0,-2];
_SCrope attachTo [_veh, [0,0,-2]];
_posPipe = [(position _veh select 0), (position _veh select 1), (position _veh select 2) - 3];
_pipeX = createVehicle ["Land_BarrelEmpty_F", _posPipe, [], 0, "NONE"];
_pipeX addEventHandler ["HandleDamage", {false}];
[_pipeX,[0,0,0],[0,0,0]] ropeAttachTo _SCrope;
~1.0
_pipeX setMass (getmass _veh / 4);
_SCrope setMass 2.0;
systemChat format ["_pipeX : %1 - pipeMass : %3 - rope : %2 - ropeMass : %4", _pipeX, _SCrope, getMass _pipeX, getMass _SCrope];

 

Result : Land_BarrelEmpty_F is connected to invisible rope, with all rope proprieties.

 

:-(

 

I hope to understand how Project Life has done the manipulation.

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same with 

_SCrope = "rope" createVehicle [0,0,-2];

The problem is not the model.

The rope model seem to appear only with BIS rope command (like ropecreate, etc.).

 

Another method could be to change model of rope after creation.

Searching for that, but ...

 

:/

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DONE !

 

:D

 

simply repack original pbo with your modification.

 

... I'll test to apply personal textures and add hiddensection, to conserv original model look. 

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On 7/5/2017 at 0:22 PM, CheyenneAH56 said:

DONE !

 

:D

 

simply repack original pbo with your modification.

 

... I'll test to apply personal textures and add hiddensection, to conserv original model look. 

 

Sorry for rebumping this. After hard months IRL I'm back to this. Can you elaborate a little more on this please?

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extract rope config and rope proxies from proxies files in data_f.pbo

 

repack it with a hiddenselection in config.cpp ; and use ODOL web converter to edit original rope proxy model, and add a selection name to define in hiddenselection config.

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On 20/7/2017 at 2:21 PM, CheyenneAH56 said:

extract rope config and rope proxies from proxies files in data_f.pbo

 

repack it with a hiddenselection in config.cpp ; and use ODOL web converter to edit original rope proxy model, and add a selection name to define in hiddenselection config.

 

But then, you pack a new data_f.pbo or what? Can I change the rope size to make it like you did with the hose of the helicopter?

 

 

PD: Awesome job on SC Mod, enjoying a lot playing with it!

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no I don't repack data_f.pbo.

create new addon folder.

 

in my addons folder :

 

\config.cpp

\proxies\rope\model.cfg

\proxies\rope\rope.p3d ----> modified with ODOL Web converter ----> Name original segment with named selection and added new rope segment with named selections.

 

Here my config.cpp :

 

////////////////////////////////////////////////////////////////////
//SCmod by CheyenneAH56
////////////////////////////////////////////////////////////////////

#define _ARMA_

//ndefs=13
//Class data_f : hook\config.bin{

class CfgPatches
{
	class SCmod_Rope
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Data_F"};
	};
};
class CfgVehicles
{
//SCROPE
	/*extern*/ class All;

	class Rope: All
	{
		model = "\SCmod_rope\proxies\Rope\rope.p3d";
		hiddenSelections[] = {"pipe", "pipeX"};
		hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"};
	};
}
//};

class CfgNonAIVehicles
{
	class RopeSegment
	{
		model = "\SCmod_rope\proxies\Rope\rope.p3d";
		hiddenSelections[] = {"pipe", "pipeX"};
		hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"};
	};
		
	class RopeEnd: RopeSegment
	{
		model = "\A3\Data_f\Hook\Hook_F.p3d";
	};
};

inside my model.cfg :

 

class CfgSkeletons
{
    class Skeleton
    {
        isDiscrete=0;

        skeletonInherit="";

        skeletonBones[]={};

    };

};

class CfgModels
{
    class rope
    {
        htMin=0;

        htMax=0;

        afMax=0;

        mfMax=0;

        mFact=0;

        tBody=0;

        skeletonName="Skeleton";

        sectionsInherit="";

        sections[]={"pipe","pipex"};

        class Animations{};
    
    };

};

pipe is original segment model

pipeX is a new one, added inside same LOD 0.000, at same place, but bigger.

 

and I use this little script to change texture, and reveal my pipeX (SCmod pipe) or rope model (pipe) :

 

ropeX = vehicle player nearObjects ["rope", 20];
ropesegmentX = vehicle player nearObjects ["ropesegment", 20];
{if (typeOf _x == "rope") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropeX;
{if (typeOf _x == "ropesegment") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropesegmentX;

 

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On 21/7/2017 at 9:04 PM, CheyenneAH56 said:

no I don't repack data_f.pbo.

create new addon folder.

 

in my addons folder :

 

\config.cpp

\proxies\rope\model.cfg

\proxies\rope\rope.p3d ----> modified with ODOL Web converter ----> Name original segment with named selection and added new rope segment with named selections.

 

Here my config.cpp :

 


////////////////////////////////////////////////////////////////////
//SCmod by CheyenneAH56
////////////////////////////////////////////////////////////////////

#define _ARMA_

//ndefs=13
//Class data_f : hook\config.bin{

class CfgPatches
{
	class SCmod_Rope
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Data_F"};
	};
};
class CfgVehicles
{
//SCROPE
	/*extern*/ class All;

	class Rope: All
	{
		model = "\SCmod_rope\proxies\Rope\rope.p3d";
		hiddenSelections[] = {"pipe", "pipeX"};
		hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"};
	};
}
//};

class CfgNonAIVehicles
{
	class RopeSegment
	{
		model = "\SCmod_rope\proxies\Rope\rope.p3d";
		hiddenSelections[] = {"pipe", "pipeX"};
		hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"};
	};
		
	class RopeEnd: RopeSegment
	{
		model = "\A3\Data_f\Hook\Hook_F.p3d";
	};
};

inside my model.cfg :

 


class CfgSkeletons
{
    class Skeleton
    {
        isDiscrete=0;

        skeletonInherit="";

        skeletonBones[]={};

    };

};

class CfgModels
{
    class rope
    {
        htMin=0;

        htMax=0;

        afMax=0;

        mfMax=0;

        mFact=0;

        tBody=0;

        skeletonName="Skeleton";

        sectionsInherit="";

        sections[]={"pipe","pipex"};

        class Animations{};
    
    };

};

pipe is original segment model

pipeX is a new one, added inside same LOD 0.000, at same place, but bigger.

 

and I use this little script to change texture, and reveal my pipeX (SCmod pipe) or rope model (pipe) :

 


ropeX = vehicle player nearObjects ["rope", 20];
ropesegmentX = vehicle player nearObjects ["ropesegment", 20];
{if (typeOf _x == "rope") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropeX;
{if (typeOf _x == "ropesegment") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropesegmentX;

 

 

Thanks, will let you know if that works for me... having hard times on work again... but will get back on this.

 

Waiting for that new version of SC Mod!! If I have some time will share some feedback on your post ;)

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