Jump to content
Sign in to follow this  
wendyvonbraun

Help getting cfgGlasses object to work In game

Recommended Posts

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... 
http://imgur.com/a/VFmr4

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[] =
        {
            "NoGlasses",0,"G_NATO_default",300,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",50,"G_NATO_SF",300,"G_NATO_sniper",0,
            "G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",00,"G_HAF_default",50,"G_CIVIL_female",0,"G_CIVIL_male",0
        };
        mass = 4;
    };
}



Now here is the 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 camonet: ArmaMan {};
};


Sweet baby Jesus someone help.

Share this post


Link to post
Share on other sites

Set the autocenter property in the Geometry LOD to 0 for headgear positioning.

 

 

22 hours ago, wendyvonbraun said:

aaaaaaand it is mostly transparent... well let me explain... I can see the outlines vaguely, but not camo texture

Could you provide a picture? I'm not sure what you mean.

  • Like 1

Share this post


Link to post
Share on other sites
35 minutes ago, EllaElectro said:

Set the autocenter property in the Geometry LOD to 0 for headgear positioning.

 

 

Could you provide a picture? I'm not sure what you mean.

I would if I could, however thinking that I had fixed the problem I never took a picture before I was unable to replicate anything. The object was last seen somewhere near my waist and following head movements. Now it's just not there at all... Almost like I broke the .P3D but the problem is that I can see the object in Buldozer just fine. I don't know what I did wrong... I can see the UI icon in the Virtual Arsenal for the object, but when selected nothing appears, and when I placed it on the floor, nothing is there... Furthermore when I placed a unit equipped with it in Eden, I placed the unit at least 50m into the air and there is no artifact underneath, above or inside of him. 

Share this post


Link to post
Share on other sites

By the way, the object is helmet scrim... i.e. camo netting that you put on a helmet... To achieve this effect I had to make the model transparent while putting a PNG file to create the net. Here is the example: 



I suspect that maybe the model is there, it's just transparent/invisible? I just don't know... I've tested for hours and hours different ways to make it appear in game... Maybe I'm doing the autocenter incorrectly...?

Share this post


Link to post
Share on other sites

I figured out that strange results occur as soon as I use white background in my textures. So better switch it to a black background (alpha 1).

Afterwards try to convert your .png to .paa via texview (comes with the armatools).

 

  • Like 1

Share this post


Link to post
Share on other sites
12 hours ago, EllaElectro said:

I figured out that strange results occur as soon as I use white background in my textures. So better switch it to a black background (alpha 1).

Afterwards try to convert your .png to .paa via texview (comes with the armatools).

 

Yeah I decided to completely remake the whole thing using the blender cloth animator and freezing the "cloth" at a specific frame to achieve the desired effect... In my opinion it looks much better... Anyways thank you very much for your help, I don't exactly know what I did wrong last time... Must have been some obscure check box that I accidentally clicked maybe? Anyways.. I thought I'd show you the finished result since you pretty much convinced me to stay on task and figure it all out:

 

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×