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MehMan

Addon problem with old tools

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Hello,

I've hit a brick wall head on while riding a tricycle with learner wheels on it.

ArmA in terms of modding and getting the addons ingame to show up properly and nicely is busting my b*lls squarely. Mainly because I have no expirence whatsoever with OFP/ArmA modding, besides basic configing(haven't even reached the part about weapons) and setting up the model in O2(control surfaces) and a few other things. I've done those things, and after a lot of trouble they are working nicely.

But ofcourse, all is not perfect:

(config at the bottom)

Lets start with the small thing that I cannot in any way explain or solve, a distorted, wavy texture, but only on some parts, most notable on the wheels and intake:

12686879tg5.jpg

Compare that to these wheels and the bit of intake you can see:

1177975018322ft502910yu7.jpg

While the above render was made in 3dsmax it is completely the same in O2. it shows up crystal clear and nice. It is a 2048x2048 texture, psd->tga->pac, converted with texview. The tga is 24bit, what else would I choose if I don't have any alphas.

Well, that's one problem I can't solve and have no idea how to solve.

[EDIT]

Shadows working now, had to reverse them and triangulate them. YAY FOR ME!

Still need help with the texture please.

Help please.

Thanks in advance.

Promised config:

As you'll see, I took the RC Be-32k for the basis, I'm still using some parts of it. I hope I didn't ruin anything for anybody or something by posting this, if yes, then i'll remove it:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#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

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class f8

       {

units[] = {};

weapons[] = {};

};

};

class CfgSkeletons

{

  class Plane; //Define base class.

  class f8Bones: Plane

  {

isDiscrete=1;

skeletonInherit = ""; //Inherit all bones from class Car.

skeletonBones[]=

{

"rudder","",

"elevatorL","",

"elevatorR","",

"flapL","",

"flapR","",

               "aileronL","",

"aileronR","",

"gear front","",

"gear front wheel","gear front",

"gear front flap R", "",

"gear front flap L", "",

"WingtipR","",

"WingtipL","",

"gear flap top L","",

"gear flap bottom L","",

"gear flap bottom1 L","",

"gear rear tube3 L","",

"gear rear tube1 L","",

"gear rear wheel L","gear rear tube1 L",

"gear rear tube2 L","",

"gear flap top R","",

"gear flap bottom R","",

"gear flap bottom1 R","",

"gear rear tube3 R","",

"gear rear tube1 R","",

"gear rear wheel R","gear rear tube1 R",

"gear rear tube2 R","",

};

  };

};

class cfgModels

{

class Plane;

class f8: Plane

{

skeletonName = "f8Bones";

sectionsInherit="";

sections[]=

{

"light"

};

class Animations

{

class F8_wheelrotate_RR

{

      type = "rotationX";

      source = "wheel";

selection = "gear rear wheel R";

axis = "";

memory = true;

sourceAddress = "loop";

minValue = 0;

                  maxValue = 1;

                    angle0 = 0;

      angle1 = "rad -360";

  };

class F8_gear_RR_wheelin

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear rear wheel R";

axis ="axis rear wheel R";

angle0 =0;

angle1 =0;

};

class F8_gear_RR_tube_1

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear rear tube1 R";

axis ="axis tube 2 R";

angle0 =0;

angle1 ="rad -120";

};

class F8_gear_RR_tube_2

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear rear tube2 R";

axis ="axis tube 3 R";

angle0 =0;

angle1 ="rad -120";

};

class F8_gear_RR_tube_3

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear rear tube3 R";

axis ="axis tube 1 R";

angle0 =0;

angle1 ="rad -120";

};

class F8_rear_gear_flap_bottomR

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear flap bottom R";

axis ="axis gear flap bottom R";

angle0 =0;

angle1 ="rad -60";

};

class F8_rear_gear_flap_bottom1R

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear flap bottom1 R";

axis ="axis gear flap bottom1 R";

angle0 =0;

angle1 ="rad -60";

};

class F8_rear_gear_flapR

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear flap top R";

axis ="axis gear flap top R";

angle0 =0;

angle1 ="rad -60";

};

class F8_wheelrotate_RL

{

      type = "rotationX";

      source = "wheel";

selection = "gear rear wheel L";

axis = "";

memory = true;

sourceAddress = "loop";

minValue = 0;

                  maxValue = 1;

                    angle0 = 0;

      angle1 = "rad -360";

  };

class F8_gear_RL_wheelin

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear rear wheel L";

axis ="axis rear wheel L";

angle0 =0;

angle1 =0;

};

class F8_gear_RL_tube_1

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear rear tube1 L";

axis ="axis tube 2";

angle0 =0;

angle1 ="rad 120";

};

class F8_gear_RL_tube_2

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear rear tube2 L";

axis ="axis tube 3";

angle0 =0;

angle1 ="rad 120";

};

class F8_gear_RL_tube_3

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear rear tube3 L";

axis ="axis tube 1";

angle0 =0;

angle1 ="rad 120";

};

class F8_rear_gear_flap_bottomL

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear flap bottom L";

axis ="axis gear flap bottom L";

angle0 =0;

angle1 ="rad 60";

};

class F8_rear_gear_flap_bottom1L

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear flap bottom1 L";

axis ="axis gear flap bottom1 L";

angle0 =0;

angle1 ="rad 60";

};

class F8_rear_gear_flapL

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =5;

selection ="gear flap top L";

axis ="axis gear flap top L";

angle0 =0;

angle1 ="rad 60";

};

class F8_WingtipR

{

type ="rotation";

source = "user";

initPhase=1;

animPeriod =2;

selection ="WingtipR";

axis ="axis WingtipR";

angle0 =0;

angle1 =1.574387;

};

class F8_WingtipL

{

type ="rotation";

source = "user";

initPhase=1;

animPeriod =2;

selection ="WingtipL";

axis ="axis WingtipL";

angle0 =0;

angle1 =-1.574387;

};

class F8_wheelrotate

{

      type = "rotationX";

      source = "wheel";

selection = "gear front wheel";

axis = "";

memory = true;

sourceAddress = "loop";

minValue = 0;

                  maxValue = 1;

                    angle0 = 0;

      angle1 = "rad -360";

  };

class F8_front_gear

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =3;

selection ="gear front";

axis ="axis_gear_front";

angle0 =0;

angle1 =-1.574387;

};

class F8_front_gear_flapL

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =4;

selection ="gear front flap L";

axis ="axis gear front flap L";

angle0 =0;

angle1 =-1.574387;

};

class F8_front_gear_flapR

{

type ="rotation";

source = "gear";

initPhase=1;

animPeriod =4;

selection ="gear front flap R";

axis ="axis gear front flap R";

angle0 =0;

angle1 =1.574387;

};

  class f8_aileronL

{

      type = "rotation";

      source = "aileron";

selection = "aileronL";

axis = "axis_aileronL";

memory = true;

sourceAddress = "clamp";

minValue = -1;

                  maxValue = 1;

                    angle0 = "rad -45";

      angle1 = "rad 45";

};

  class f8_aileronR

{

      type = "rotation";

      source = "aileron";

selection = "aileronR";

axis = "axis_aileronR";

memory = true;

sourceAddress = "clamp";

minValue = -1;

                  maxValue = 1;

                    angle0 = "rad 45";

      angle1 = "rad -45";

};

  class f8_Rudder

{

      type = "rotation";

      source = "rudder";

selection = "rudder";

axis = "axis_rudder";

memory = true;

sourceAddress = "clamp";

minValue = -1;

                  maxValue = 1;

                    angle0 = "rad 25";

      angle1 = "rad -25";

  };

  class F8_ElevLeft

{

      type = "rotation";

      source = "elevator";

selection = "elevatorL";

axis = "axis_elevatorL";

memory = true;

sourceAddress = "clamp";

minValue = -1;

                  maxValue = 1;

                    angle0 = "rad 15";

      angle1 = "rad -15";

  };

  class F8_ElevRight

{

      type = "rotation";

      source = "elevator";

selection = "elevatorR";

axis = "axis_elevatorR";

memory = true;

sourceAddress = "clamp";

minValue = -1;

                  maxValue = 1;

                    angle0 = "rad -15";

      angle1 = "rad 15";

  };

  class F8_FlapsRight

{

      type = "rotation";

      source = "flap";

selection = "flapR";

axis = "axis_flapR";

memory = true;

sourceAddress = "clamp";

minValue = 0;

                  maxValue = 1;

                    angle0 = "0";

      angle1 = "rad -25";

  };

  class F8_FlapsLeft

{

      type = "rotation";

      source = "flap";

selection = "flapL";

axis = "axis_flapL";

memory = true;

sourceAddress = "clamp";

minValue = 0;

                  maxValue = 1;

                    angle0 = "0";

      angle1 = "rad 25";

  };

};

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

class f8: Plane

{

scope=public;

model="\f8\f8";

displayName="F-8E";

side=TWest;

crew = "SoldierWPilot";

driverAction="Mi17_Pilot";

Icon = "\RC_Be32K\e\rc_be32_icomap.paa";

picture = "\RC_Be32K\e\rcbe32_ca.paa";

accuracy=0.30;

gearRetracting = true;

nameSound="plane";

soundEngine[]={"\RC_Be32K\engine.wav",4,1.2};

soundEnviron[]={"Objects\noise",db-60,1.0}; // Cessna sound

soundServo[]={"Vehicles\gun_elevate",db-40,0.4}; // Cessna sound

maneuvrability=30.0;

maxSpeed=800;

armor=50;

ejectSpeed[]={0,0,0};

flapsFrictionCoef = 0.5;

cost=20000;

type=VAir;

threat[]={0.1, 1, 0.7};

aileronSensitivity = 0.5; // relative aileron sensitivity

elevatorSensitivity = 0.5; // relative elevator sensitivity

noseDownCoef = 0.2; // how much goes nose down during turns

landingAoa = 7*3.1415/180;

brakeDistance=500; // vehicle movement precision

steerAheadSimul=1.0;

steerAheadPlan=2.0;

extCameraPosition[]={0,3,-20}; // 0,5,-30 is standard Air class

// Radar stuff

irTarget=true;

irScanRange = 2000;

irScanGround = true;

// Weapon and ammo

weapons[]={}; // none

magazines[]={}; // none          

class UserActions

{

class wingtipup

{

displayName="Wingtip up";

position="pos driver";

onlyforplayer=0;

radius=10;

condition= "this animationphase ""F8_WingtipR"" < 0.1";

statement = "[this] exec ""\f8\tipdown.sqs""";

};

class wingtipdown

{

displayName="Wingtip down";

position="pos driver";

onlyforplayer=0;

radius=10;

condition= "this animationphase ""F8_WingtipR"" > 0.99";

statement = "[this] exec ""\f8\tipup.sqs""";

};

               

};

};

};

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What it look like in O2 previews ? (including each LOD)

That will tell us more ......

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In bulldozer or O2 itself?

In bulldozer here's how it looks:

88174837mm3.jpg

In O2:

92857145iw3.jpg

Only one view LOD for now, still haven't fixed all the problems that would enable me to get to work on the other LODs.

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Thats a LOT of sharp edges for something that should really be quite smooth (well, smoother anyway). Maybe go over some areas, especially the nose, and use the 'U/I' keys to smoothen out some of the edges and then resharpen where needed. As for the texture bluriness, I'm not sure what could be causing it, but it may even be the sharpened edges causing the game to become confused, which isn't hard to do at the best of times.

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Well, it's smooth ingame. Dunno why the viewer doesn't like me.

Can anybody point me towards a weapon tutorial that I can also apply in ArmA?

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Hmmm ... can only suggest there is more than 1 visible plane around the areas in question and they are not showing properly.

Does the area flicker?

Does it look different when far away and zooming a view in?

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Have you checked in your ArmA.rpt file?

It should be generated in:

C:\Documents and Settings\[Windows User Name]\Local Settings\Application Data\ArmA

It gives a lot of feedback on model problems that doesn't appear in game.

Don't worry about the sharp edges in the O2 preview - it _always_ does that. There are usually some depth-errors as well.

One other thing I'd recommend - use PAATool rather than TexView - it gives visibly better results.

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Warning: UV coordinate on point 4007 is too big UV(386.061340, 45.576820) - the UV compression may produce inaccurate results

I get a lot of these errors...

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Warning: UV coordinate on point 4007 is too big UV(386.061340, 45.576820) - the UV compression may produce inaccurate results

I get a lot of these errors...

Are all the errors the same (bad UV co-ords)?

Is point 4007* somewhere near the front wheel or intake?

Looks as though the mapping has got damaged. Maybe try exporting it from Max again?

* - The point ID is the first column in the point-properties dialog - Shft-E in O2

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Yeah these points are where the errors report them. I'll try reexporting from Max to see what it'll do.

Just one thing though, if the Uvmap is distorted, wouldn't it show up in O2 already?

[EDIT]

Aw son of a.... it was that. Damn it, now I gotta redo nearly everything.

[EDIT2]

SON OF A ...... DAMN IT! After spending an hour getting everything just right, it's still there. FFS!

This is really bugging me out sad_o.gif.

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Try to "triangulate" ( O2 Menu -> Structure -> Triangulate...) your model in O2... save.. and check ingame if your textures are still "deformed" ...

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I think I've found the problem. It's the glass that seems to be causing problems. Blah!

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