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Help getting cfgGlasses object to work In game

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Hey all... I've been making a simple model with a transparent texture to represent a camouflaged helmet scrim which can be worn via the glasses inventory slot... I've been running into a wall trying to figure out exactly what is wrong with the object, everything has been done so far via the Blender ArmA Tools addon which has worked for me previously in the past with my T-64BV, literally skipped the O2/OB step entirely and straight to the game... 

The first problem I ran into is that the model was on the ground aaaaaaand it is mostly transparent... well let me explain... I can see the outlines vaguely, but not camo texture... Right well I fixed the model showing on the ground (sort of)... Now the model is behind my character near the center of the torso BUT following head movements... So I change a few things around figuring "It must be the model.cfg". 
I change some lines around... And here is what has been driving me up the wall... the model still appears in the Virtual Arsenal inventory list... But when I place it on my character it is totally invisible... Or maybe it's just not there at all... 

Here is the config file:

//Class camonet : config.bin{
class CfgPatches
    class camonet
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
class cfgGlasses
    class None;
    class camonet: None
        author = "Baker";
        displayname = "Camo_Scrim";
        model = "\camonet\camonet.p3d";
        picture = "\camonet\UI\Tiny.paa";
        identityTypes[] =
        mass = 4;

Now here is the Model.cfg:


class CfgSkeletons
    class Default
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    class OFP2_ManSkeleton
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        //Head skeleton in hierarchy
        //New facial features
        //Left upper side
        //Right upper side
        //Left lower side
        //Right lower side
        // location of pivot points (local axes) for hierarchical animation

class CfgModels
    class Default
        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 camonet: ArmaMan {};

Sweet baby Jesus someone help.

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mods please close this extra thread... Idk why it created two :P, thank you in advance

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