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RatLaMorte

Custom uniform model, but weapons and gear invisible (Solved)

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Hello people I have dire need of help with identifying the source to a problem. Pic related:

http://AMUeyQ4.jpg

 

Ignore the missing head and texture, they have simply not been added yet. The problem is the invisible gear, like vest and weapon's. I suspect that it has something to do with the model it self, and that some thing has to be done in Object Builder.

The guide's and tutorial's that I have found are ofte incomplete, utdated, or just not touching on the subject of uniforms. Many are sadly also very difficult to understand. I am sadly quite new to modeling in 3d (blender) and I fear that have missed something important during the prosess. Posting config's just in case they are the source of the problem.

 

Model config

Spoiler

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","insignia"
        };
        sectionsInherit="";
        skeletonName = "OFP2_ManSkeleton";
    };
    class byz_uniform_M1: ArmaMan{};
};

 

Config

Spoiler

    class CfgPatches
{
    class byz_uniform_M1_v3
    {
        version = "1.1.3";
        units[] = {};
        weapons[] = {};
        requiredVersion = "1.1.3";
        requiredAddons[] = {};
    };
};
class CfgVehicles
{

        class B_Soldier_base_F;
        class byz_uniform_M1: B_Soldier_base_F
    {
        scope = 2;
        author = "RatLaMorte";
        dlc = "";
        model = "\byz_arms\clothing\byz_uniform_M1.p3d";
        hiddenSelections[] = {"camo","insignia"};
        hiddenSelectionsTextures[] = {"\byz_arms\clothing\byz_uniform_M1\byz_clib_bdu_co.paa"};

};
};

class cfgWeapons
{
  class UniformItem;
    class Uniform_Base;

    class byz_uniform_M1: Uniform_Base
    {
        scope = 2;
        author = "RatLaMorte";
        dlc = "";
        displayName = "Byz_M1";
        picture = "-";
        model = "byz_arms\clothing\byz_uniform_M1";
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "byz_uniform_M1";
            containerClass = "Supply40";
            mass = 1;
            allowedSlots[] = {"701","801","901"};
            armor = 0;
        };
    };
};

 

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Change the name of the uniform class to something different, as both of them, the character and the uniform have the same name and are possibly conflicting with each other. 

  • Like 1

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Well, there were a conflict between the class names as you mentioned, and while it solved a double entry conflict I had, it ufortunatly did solve it. Maybe it's a problem with the skeleton or vertex groups, who knows.

 

Thank's either way.

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Solved!

ecFEglx.jpg

 

Turns out it was the vertex groups, and a lack of proxy meshes that was the cause. Learned that they also govern's stuff like insignia, camo (hidden selections). 

For thoose that wonder the proxy meshes are the weird triangels that show up when you import the Character_eksample p3d file. They are important. Not knowing what it was I ended up deleting them. :face_palm:

 

During my attempt to find out this, I created this thicc boy:

7hBSVFZ.jpg

Worth It.

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