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VGQtoZ5.jpgThis is my first post, so I'll begin by apologising for any rules I may break or any syntax issues.

 

Secondly, Im Trying to remodel an entire Arma 3 unit for a mod I am creating.

The model was imported to Object builder no worries, I then took my time to follow every tutorial I could get my hands

on regarding rigging and setting the unit up to be a playable unit in game.

Here is a list of everything that has been done up till now (Without knowing any extra steps):

 

-LODs and Texture set up and working, tested in engine and in game.

-Geometry working.

-Memory components set up (Now these memory points were used for the Arma 2 example).

-Weighting selection to allow for animations (So tedious).

- model.cfg and config set up correctly (hopefully).

 

Now when I load it into game, everything works fine, the class path, the textures, I can even control as player, and he moves around as normal.

EXCEPT, the model remains in the default "T" stance and about half way through the floor.

 

Does anyone know anywhere I could look, or give me any information on how I can make this work.

 

(Please let me know if you need any more details, like images or my config and model.cfg)

 

 

 

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8 hours ago, Evilcallum1991 said:

(Please let me know if you need any more details, like images or my config and model.cfg)

yes

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Config.cpp


#define TEast		0
#define TWest		1
#define TGuerrila		2
#define TCivilian		3
#define TSideUnknown		4
#define TEnemy		5
#define TFriendly		6
#define TLogic		7

#define private		0
#define protected		1
#define public		2

class CfgPatches {
	class EC_mutants {
		units[] = {"Dark One"};
		weapons[] = {};
		requiredVersion = 1.0;
		requiredAddons[] = {};
	};
};

class CfgFactionClasses {
	class MUT {
		displayName = $STR_DN_MUT;
		priority = 10;
		side = TGuerrila;
	};
};

class CfgVehicleClasses {
	class NST_mut {
		displayName = $STR_DN_MUT_MEM;
	};
};

class CfgVehicles {
	class Man;	// External class reference
	
	class CAManBase : Man {
		class TalkTopics;	// External class reference
		
		class HitPoints {
			class HitHead;	// External class reference
			class HitBody;	// External class reference
		};
	};
	
	class SoldierGB : CAManBase {
		class TalkTopics : TalkTopics {};
	};
	
	class EC_zombie1 : SoldierGB {
		scope = protected;
		weapons[] = {};
		respawnweapons[] = {};
		magazines[] = {};
		respawnmagazines[] = {};
		accuracy = 5;	
		armor = 32;
		acceleration = 1.5;
		minSpeed = 0.1;
		maxspeed = 85;	// max speed on level road, km/h
		sensitivityEar = 0.01;
		displayName = "Zombie 1";
		nameSound = "target";
		camouflage = 0.5;	
		
		// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
		threat[] = {1, 0.1, 0.1};

	};
	
	class darkone : EC_zombie1 {
		model = "\EC_ArMetro_DarkOne\dark_one.p3d";
		accuracy = 5000;	// accuracy needed to recognize type of this target
		armor = 32;
		scope = public;
		faction = MUT;
		camouflage = 0.01;	// how dificult to spot - bigger - better spotable
		displayName = "Dark One";
		vehicleClass = "NST_mut";
	};
};

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";
	};
};

Thank you very much for responding!

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you are missing your *pbobame*.p3d class from that model.cfg

 

in general, also please post HOW you solved your issues when you do, rather than mark it [solved]

 

@Evilcallum1991

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