ocramweb 0 Posted September 4, 2007 Hello everybodies, As I am not any good at 3d modeling, I think a good start will open possibilities to many people. working config for default bis model will be a nice start. solved for now: .Bissoldier working: tutorial posted by JBtm Share this post Link to post Share on other sites
ocramweb 0 Posted September 4, 2007 Ok for a start. me I took the hummer bis model. made the following config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class DsT_Ocram { Units[]= { "DsT_hmmwv_Ocram" }; weapons[]= {}; requiredVersion = 1.000000; requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"}; }; }; class CfgVehicleClasses { class DsT_vehicles { displayName = "Ocram Vehicles"; }; }; class CfgVehicles { /*extern*/ class HMMWVMK; class DsT_hmmwv_Ocram: HMMWVMK { vehicleClass = "DsT_vehicles"; displayName="(Bis) Hmmwv (Mk19)"; model="BIHummer"; }; }; I can load the game, open the editor select the hummer, but CTD when i click on preview. in arma rpt file i have: mainturrer no geometrie no shape. maingun no geometrie no shape. ? I did not tuch anything on the p3d help is more than welcomed. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 4, 2007 Well, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">model="BIHummer"; is incorrect for the path to the model, it should be something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">model="PBONAME\Modelname.p3d"; Share this post Link to post Share on other sites
ocramweb 0 Posted September 17, 2007 thx , very much but not the solution, same errors. anybody have a working cpp for the bis hummer ? It's a shame, I made this post so people could post a working cpp, for each BIS model given for o2. so community could start learning(beginners like me..). But I see that nobody wanna share,it'a a shame cause it could have been a good start for lot of us, to understand. Share this post Link to post Share on other sites
.kju 3245 Posted September 17, 2007 PBONAME should be PBOPREFIX, like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class HMMWV50: Car { scope = 2; Model = "\ca\wheeled\HMMWV50"; Picture = "\Ca\wheeled\data\ico\HMMWV50_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_hmwv50_CA.paa"; from ArmA\addons\wheeled\config.cpp PBOPREFIX is to be found in the PBO. Open the file PBOPREFIX with a text editor to see the path you need to use. Share this post Link to post Share on other sites
ocramweb 0 Posted September 21, 2007 isn't it what this does: /*extern*/ class HMMWVMK; the car icon shows well in editor and inside the menu, but it is just that: no shape error - main turret and i did not tuch the bis model. i am just trying to figure it out. Share this post Link to post Share on other sites
.kju 3245 Posted September 22, 2007 I was only pointing out how the path works. Please post your current config again. Share this post Link to post Share on other sites
ocramweb 0 Posted September 22, 2007 I did not modifieanything, it is still the same as the one on top of posts. If i can't make a bis model work in game, i can't see the point of doing anything to it. i'll just wait for someone to release a working hmmwv. to see the config for it. Share this post Link to post Share on other sites
.kju 3245 Posted September 22, 2007 try to replace <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> model="BIHummer"; with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Model = "\ca\wheeled\HMMWV50"; or comment the line out <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//model="BIHummer"; -- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> /*extern*/ class HMMWVMK; This defines the class as being inherited from "somewhere". <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DsT_hmmwv_Ocram: HMMWVMK This makes your class get all the values from "HMMWVMK", besides the one your define yourself in this class. Share this post Link to post Share on other sites
ocramweb 0 Posted September 24, 2007 oh, i see now what you meant, but i dont want to call the original model from inside the game i whant to open 'my' Bihummer.p3d (witch is the bis one for o2). this is why i call model="BIHummer"; which sit on the root folder of my pbo. thanks for keeping answering. Share this post Link to post Share on other sites
Panda-PL- 0 Posted September 24, 2007 this is why i call model="BIHummer";which sit on the root folder of my pbo. If so it should be "yourPBOname\BIHummer" Share this post Link to post Share on other sites
ocramweb 0 Posted September 26, 2007 SO SORRY GUYS. and thanks again for your patience with my dummy brain... Jackal326 and Panda[PL] got it. and "yourPBOname\BIHummer" does not work but "\yourPBOname\BIHummer" is the one. I have the flames of the gun always on do.. Share this post Link to post Share on other sites
Jackal326 1181 Posted September 26, 2007 You'll need to add a CfgModels section to define the model. Share this post Link to post Share on other sites
Pantiflex 0 Posted October 2, 2007 Hi to all!   For an experiment I added a standard model of  US soldier in ARMA. I used an unpacked BIS model. I opened it in “Oxygen 2 Personal Editionâ€, then saved it without any changes, added config and packed to PBO and… you can see a result on the screen below.  My config’s here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class tastB { units[]={"man1"}; weapons[]={}; requiredVersion = 1.05; requiredAddons[]={}; }; }; class CfgVehicleClasses { class testB { displayName="Sold"; }; }; class CfgVehicles { /*extern*/ class soldierEB; class man1: soldierEB{ model="\bimodels\BISoldier.p3d"; accuracy=5; displayName= "Rifleman"; nameSound = ""; picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {AK74,"Throw","Put",}; magazines[] = {"30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK"}; camouflage=0.5;         vehicleClass = "testB"; threat[] = {1, 0.1, 0.1}; class Wounds{ tex[]={}; mat[] = {"bimodels\bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_body.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "bimodels\bisoldier\data\us_hhl.rvmat"}; }; }; };  Where is a problem? Config? p3d?  Please, help.  PS Excuse me for my bad english. Share this post Link to post Share on other sites
.kju 3245 Posted October 2, 2007 Not sure, but you might have to binarize the cpp to bin again in this case. Share this post Link to post Share on other sites
Pantiflex 0 Posted October 2, 2007 There is no difference between ccp or bin. The same result. Share this post Link to post Share on other sites
.kju 3245 Posted October 2, 2007 requiredAddons[]={"ca_characters"}; not sure how its called correctly, yet you might need to define the class relation to the infantry/character pbo. Share this post Link to post Share on other sites
Synide 0 Posted October 3, 2007 change.... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ..... class man1: soldierEB{ model="\bimodels\BISoldier.p3d"; ..... to... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ..... class man1: soldierEB{ model="\bimodels\BISoldier.p3d"; moves="CfgMovesMaleSdr"; ..... Share this post Link to post Share on other sites
Pantiflex 0 Posted October 3, 2007 Q, Synide Thanks for the help, but unfortunately nothing has helped. By the way, other standard models of soldiers (for ex. "res_soldier_g.p3d", "us_soldier_crew.p3d", "us_soldier_b.p3d"...) work well with the given config, except for "us_soldier.p3d", "res_soldier.p3d" and may be "np_soldier.p3d" (I didn't test it). With these models same trouble. It's strange. Share this post Link to post Share on other sites
Synide 0 Posted October 3, 2007 hmmm that is strange, 'cause looking at your small pic on the previous page you're character is in the standard "I've got no animations defined for me pose". That is... if you take a standard BIS character config from characters.pbo and set it's moves to nothing it results in that exact same pose your character has... eg. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class aawBodies { units[] = {"aawTestBodySniper"}; weapons[] = {}; requiredVersion = 1.050000; requiredAddons[] = {"CAData","CACharacters","CAWeapons"}; }; }; class CfgVehicleClasses { class aawBodies {displayName = "AAW Bodies";}; }; class CfgVehicles { class SoldierWSniper; class aawTestBodySniper : SoldierWSniper { Â displayName = "AAW Test Body Sniper"; moves = ""; vehicleClass = "aawBodies"; }; }; this pose was useful when we were doing a lot of skinning of BIS character models at the start of modding ArmA but is since no longer needed. It highlights though the same pose that your character has which made me think somewhere in you're config hierarchy you're definition for the moves="CfgMovesMaleSdr"; has gotten trashed... that was the only thing i could think of atm... maybe one of the modders putting out lots of characters atm will see this thread and make more helpful reply... good luck... ps. I always find the best way to debug the process is to start simple and small and make incremental changes to you're config... takes a lot longer but invariably works. Share this post Link to post Share on other sites
VXR 9 Posted October 3, 2007 hmmm that is strange, 'cause looking at your small pic on the previous page you're character is in the standard "I've got no animations defined for me pose".That is... if you take a standard BIS character config from characters.pbo and set it's moves to nothing it results in that exact same pose your character has... eg. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class aawBodies { units[] = {"aawTestBodySniper"}; weapons[] = {}; requiredVersion = 1.050000; requiredAddons[] = {"CAData","CACharacters","CAWeapons"}; }; }; class CfgVehicleClasses { class aawBodies {displayName = "AAW Bodies";}; }; class CfgVehicles { class SoldierWSniper; class aawTestBodySniper : SoldierWSniper { Â displayName = "AAW Test Body Sniper"; moves = ""; vehicleClass = "aawBodies"; }; }; this pose was useful when we were doing a lot of skinning of BIS character models at the start of modding ArmA but is since no longer needed. It highlights though the same pose that your character has which made me think somewhere in you're config hierarchy you're definition for the moves="CfgMovesMaleSdr"; has gotten trashed... that was the only thing i could think of atm... maybe one of the modders putting out lots of characters atm will see this thread and make more helpful reply... good luck... ps. I always find the best way to debug the process is to start simple and small and make incremental changes to you're config... takes a lot longer but invariably works. I'm having the same problem with the BIS HMMWV model, it all works ingame, I can drive and shoot but the Things that are animated (wheels, rotating turret, etc) do not move for some strange reason. Same is happening with the Soldiermodel from BIS, it also doesnt have any animations on it. Share this post Link to post Share on other sites
ravendk 25 Posted October 4, 2007 things aint animated cos your missing Models.cfg ... I got one that puts a soldier ingame.. PM me for it Share this post Link to post Share on other sites
Synide 0 Posted October 4, 2007 @VXR... for you're hummer, did you have the model.cfg that came from the BISExamples.zip in the same folder as you're hummer.p3d when you Binarized it? if not, you might want to try that... Share this post Link to post Share on other sites
schroeder 0 Posted October 5, 2007 Hi to all!   For an experiment I added a standard model of  US soldier in ARMA. I used an unpacked BIS model. I opened it in “Oxygen 2 Personal Editionâ€, then saved it without any changes, added config and packed to PBO and… you can see a result on the screen below.  My config’s here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class tastB { units[]={"man1"}; weapons[]={}; requiredVersion = 1.05; requiredAddons[]={}; }; }; class CfgVehicleClasses { class testB { displayName="Sold"; }; }; class CfgVehicles { /*extern*/ class soldierEB; class man1: soldierEB{ model="\bimodels\BISoldier.p3d"; accuracy=5; displayName= "Rifleman"; nameSound = ""; picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {AK74,"Throw","Put",}; magazines[] = {"30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK"}; camouflage=0.5;         vehicleClass = "testB"; threat[] = {1, 0.1, 0.1}; class Wounds{ tex[]={}; mat[] = {"bimodels\bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_body.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "bimodels\bisoldier\data\us_hhl.rvmat"}; }; }; };  Where is a problem? Config? p3d?  Please, help.  PS Excuse me for my bad english. I've got the same problem, and can't figure out how it works. Configs for ArmA seem to be quite different from those for OFP... Share this post Link to post Share on other sites
Jackal326 1181 Posted October 5, 2007 Hi to all!   For an experiment I added a standard model of  US soldier in ARMA. I used an unpacked BIS model. I opened it in “Oxygen 2 Personal Editionâ€, then saved it without any changes, added config and packed to PBO and… you can see a result on the screen below.  My config’s here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class tastB { units[]={"man1"}; weapons[]={}; requiredVersion = 1.05; requiredAddons[]={}; }; }; class CfgVehicleClasses { class testB { displayName="Sold"; }; }; class CfgVehicles { /*extern*/ class soldierEB; class man1: soldierEB{ model="\bimodels\BISoldier.p3d"; accuracy=5; displayName= "Rifleman"; nameSound = ""; picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {AK74,"Throw","Put",}; magazines[] = {"30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK"}; camouflage=0.5;         vehicleClass = "testB"; threat[] = {1, 0.1, 0.1}; class Wounds{ tex[]={}; mat[] = {"bimodels\bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_body.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "bimodels\bisoldier\data\us_hhl.rvmat"}; }; }; };  Where is a problem? Config? p3d?  Please, help.  PS Excuse me for my bad english. I've got the same problem, and can't figure out how it works. Configs for ArmA seem to be quite different from those for OFP... Not really, you still needed a CFGMODELS section in OFP, which is what you need to fix your unit for ArmA too... Share this post Link to post Share on other sites