ag_smith 0 Posted January 23, 2005 Here's a riddle: I made an addon with several weapons. It's almost finished so I tried to binarize it and...wham!... muzzleflash is visible all the time after binarizing. I have to mention that it is not visible if I test these weapons in MLOD format. I have what I think is a proper cfgModels and it doesn't help at all: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class Default{}; class Weapon: default { sections[] = {"zasleh"}; }; class OFPL_SWD: weapon {}; class OFPL_SWDM: weapon {}; class OFPL_UKM: weapon {}; class OFPL_RPG7VE: Weapon {}; class OFPL_RPG7V: Weapon {}; class OFPL_CarlGustav: Weapon {}; class OFPL_CarlGustavSpent: Weapon {}; class OFPL_PM98:weapon {}; class OFPL_WIST94:weapon {}; }; Model names are respectively OFPL_SWD.p3d, OFPL_SWDM.p3d, etc. Edit: Forgot to say, I have data folder extracted where binarize (and the addon) is and I don't get any reports about missing textures. Anybody got any ideas how to get rid of this problem? Share this post Link to post Share on other sites
ag_smith 0 Posted January 25, 2005 Problem partially solved. It apears that Binarize has problems with converting addons containing multiple models. You have to convert ONE model at a time. This is CRAZY!!! Share this post Link to post Share on other sites
raedor 8 Posted January 25, 2005 when it is working in MLOD you have defined the zasleh selection correctly, right? strange. Share this post Link to post Share on other sites
ag_smith 0 Posted January 25, 2005 when it is working in MLOD you have defined the zasleh selection correctly, right? Â strange. Of course. Share this post Link to post Share on other sites
Messiah 2 Posted August 9, 2005 sorry to drag up an old thread, but im having the same problems, but also in the MLOD format... i'm making a static MG and the muzzle flash is always visible... i'm 100% sure my cfgmodels is correct and that the muzzle flasg is named correctly... any ideas? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines #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 true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 #define CanSeeRadar 1 #define CanSeeRye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class ORSPKPIT { units[] = {VCB_PK, VCB_PKL, VCB_PKHD, VCB_PKLHD}; requiredVersion = 1.96; }; }; class CfgModels { class default {}; class vehicle: default {}; class weapon: default {}; class VCB_PK: Vehicle {}; class VCB_PKL: Vehicle {}; class VCB_PKHD: Vehicle {}; class VCB_PKLHD: Vehicle {}; class VCB_PKWeapon: Weapon {}; }; class cfgweapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class VCB_PKWeapon : MachineGun7_6 { scopeWeapon = public; scopeMagazine = public; ammo=JAM_East_762x54R_Mgun_Bullet; count=200; magazineReloadTime=4; reloadMagazineSound[]={"\JAM_Sounds\sounds\M4Reload.wss",0.010316,1}; dispersion=0.0025; initSpeed=1000; drySound[]={"\JAM_Sounds\sounds\Dry.wss",0.010316,1}; sound[]={"\JAM_Sounds\sounds\AK47Fire.wss",db0,1}; // optics = true; // opticsFlare=0; // opticsZoomMin=0.35; // opticsZoomMax=0.35; displayName = "PK 7.62"; displayNameMagazine = "200rd 7.62 Mag"; shortNameMagazine = "200rd 7.62"; soundContinuous=0; reloadTime=0.064; maxLeadSpeed=300; ffCount=6; aiDispersionCoefX=5; ffMagnitude=0.500000; ffFrequency=11; recoil=JAM_E762x092_MGunRecoil; autoFire=true; aiRateOfFire=0.50000; aiRateOfFireDistance=1000; }; class VCB_PKWeaponHD : VCB_PKWeapon { dispersion=0.015; aiDispersionCoefX=8; reloadTime=0.1; }; }; class CfgVehicles { class All{}; class AllVehicles: All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Tank: LandVehicle{}; class APC: Tank{}; class M113:APC{}; class M2StaticMG: M113{}; class M2StaticMGE: M2StaticMG{}; class VCB_PK: M2StaticMGE { vehicleclass="VCB OPFOR Weapons"; displayName="PK + Tripod (High Mount)"; picture="m2"; model="\VCB_PK\vcb_pkup"; cost=15000; weapons[]={"VCB_PKWeapon"}; magazines[]={"VCB_PKWeapon","VCB_PKWeapon","VCB_PKWeapon","VCB_PKWeapon","VCB_PKWeapon"}; side=0; crew="SoldierEB"; armor=60; armorStructural=20.000000; icon="kulomet.paa"; }; class VCB_PKL : VCB_PK { displayName="PK + Tripod (Low Mount)"; model="\VCB_PK\vcb_pkdown"; }; class VCB_PKHD : VCB_PK { displayName="PK + Tripod (High Mount) HD"; weapons[]={"VCB_PKWeaponHD"}; magazines[]={"VCB_PKWeaponHD","VCB_PKWeaponHD","VCB_PKWeaponHD","VCB_PKWeaponHD","VCB_PKWeaponHD"}; }; class VCB_PKlHD : VCB_PKL { displayName="PK + Tripod (Low Mount) HD"; weapons[]={"VCB_PKWeaponHD"}; magazines[]={"VCB_PKWeaponHD","VCB_PKWeaponHD","VCB_PKWeaponHD","VCB_PKWeaponHD","VCB_PKWeaponHD"}; }; }; bizzare... Share this post Link to post Share on other sites
Footmunch 0 Posted August 9, 2005 In CfgModels, it's the _p3d_ name, not the CfgVehicles class name (unless they are the same). It's called CfgModels for a reason, y'know Also, you've overloaded the Vehicle and Weapon classes, which I don't think you wanted to do. Try this CfgModels instead: class CfgModels { class Default{}; class vcb_pkup : class Default{}; { sectionsInherit = "Vehicle"; }; class vcb_pkdown: vcb_pkup {}; }; Share this post Link to post Share on other sites
Messiah 2 Posted August 9, 2005 ffs... something that obvious as always... i'm used to making seperate models for everything normally hence the confusion cheers footie Share this post Link to post Share on other sites
offtime 0 Posted August 17, 2005 1. i have proper cfgmodels 2. mlod version of addon works just fine 3. after binarizing muzzleflash is visible all the time 3. ive tryed Agent method but result is still the same anyne had similar problem ? Share this post Link to post Share on other sites
SelectThis 0 Posted August 17, 2005 make sure a copy of the cfgmodels is in the folder that you binarize. STT Share this post Link to post Share on other sites
offtime 0 Posted August 18, 2005 i have whole cpp in there, even gui pics of weapons and sounds,everything no matter if its needed or not, there is no errors while binarizing im goin crazy with this Share this post Link to post Share on other sites
SelectThis 0 Posted August 18, 2005 Bizarre Binarize! I know you said the cfgmodels was correct but best to go over it with a fine tooth comb (even post it here). Check the p3d names match with the cfgmodel classnames even down to the Capitals and lowercase. Once you run binarize what do you do with the files? I usually take the binarized model out of the "opt" folder and put it back into a copy of the mlod folder, then pack that into a pbo. STT Share this post Link to post Share on other sites
offtime 0 Posted August 18, 2005 Bizarre Binarize!I know you said the cfgmodels was correct but best to go over it with a fine tooth comb (even post it here). Check the p3d names match with the cfgmodel classnames even down to the Capitals and lowercase. Once you run binarize what do you do with the files? I usually take the binarized model out of the "opt" folder and put it back into a copy of the mlod folder, then pack that into a pbo. STT i found it i was close to releasing those weapons as mlod's but thanks to you ive made some more research and in other topic i found this: I remember that the uaz+mg from BAS is also MLOD, while all other models from BAS are usually ODOL. Any help? Yeah... I f**ked up when packing the files for upload (I packed the dev pbo, and not the "release" pbo...) all new downloads of the Russian "OPFOR" pack have the models in ODOL :;): As STT said, you will experience this muzzelflash bug if you binarize the models without a fully working config.cpp in the folder when binarizing. wheres the clue ? few days ago few of my beta testers were unable to run my addons (ofp to desktop crash) becouse "strange" cpp bug strange was that it was working on my pc without any problems what occured to be crittical bug ? INCLUDE i write configs in few files and merge them using include in cpp i was using such form: #include "\OFPL_weap90\762x39mm.h" funny is that, it works well on Win98 but on XP crashes OFP but if you skip one slash #include "OFPL_weap90\762x39mm.h" it will work on any windows so, where im going with this DeadMeat wrote that cpp must be without any errors so i thought that maybe this damn include is f****** with me again ive deleted everything from cpp besides cfgmodels huray ! everything is ok now :-) simple conclusion: DONT USE "INCLUDE" IN CPP WHEN BINARIZING ADDONS ! thanks SelectThis, for trying to help me, your cool :-) Share this post Link to post Share on other sites