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JBâ„¢

BISoldier Model Tutorial

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Wrote this tutorial today as their still seems to be plenty of people asking how to do it.

I need one small favour. The model works in-game with no errors showing at startup BUT I still have no wound textures.

Can someone who isnt as script retarded as me please look at my config, let me know what is wrong (and hopefully how to fix it) then I can update the tutorial smile_o.gif

The tutorial can be found HERE

thanks in advance smile_o.gif

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Nicely, gj there.

I'd say your problem concerning blood has to do with your RVMAT files, but beyond looking at your config I can't say much else.

Remember for your custom RVMATs that their links are case sensitive!

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Thanks for this nice tutorial.

I hope the wounded texture issue will be solved soon.

Would be nice is you could also add some tips about shadow editing.

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JB

Nice tutorial, and about wound textures i'd say as CameronMcDonald, it's rvmat issue. For exampel this, "ca\characters\data\np_hhl_wound2.rvmat", it should be in folder with textures of the soldier, and you need to modify the texture path in .rvmat file.

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"ca\characters\data\np_hhl_wound2.rvmat", it should be in folder with textures of the soldier, and you need to modify the texture path in .rvmat file.

Sounds like a great idea but, I already tried that smile_o.gif

The MatEditor will not open the two wound .rvmat files associated with the BISoldier model

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Guest RKSL-Rock
"ca\characters\data\np_hhl_wound2.rvmat", it should be in folder with textures of the soldier, and you need to modify the texture path in .rvmat file.

Sounds like a great idea but, I already tried that smile_o.gif

The MatEditor will not open the two wound .rvmat files associated with the BISoldier model

You just need to unbin them using Kegety's unRap. Then all you need do is edit them in a text editor.

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lol, thanks - thats actually what i`m working on at the minute mate.

I`m still figuring how to rap the files together without errors sad_o.gif

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You can unrap the rvmat's with the CfgConvertFileChng tool,just drag the files over it,or open with eliteness,edit directly there and save the new one.

Nice tut mate smile_o.gif

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OK, not had much ime until today to do anything else with this BUT I have spent teh last few hours trying and still no joy.

I have taken on boards all the advice so far and applid them to the model/mat/tex/config. Unfortunalte I still have no luck. I have opened community made models that have working wound textures and they appear no different.

What I have done so far:

checked all text cases are the same (i.e capitals) as CameronMcDonald suggested.

Placed all files relating to the .rvmats within my BISolder folder and changes paths in the .rvmat as USSR Sniper suggestet (I found this not to be neccesary as other community made units link to the ca\characters\data folder)

The soldierer had errors asking for .rvmats that were not present in the original BISoldier.zip file so I got them and the related files, placed them in my BISoldier model folder and changed paths.

I even just linked all .rvmats straight to the ca\characters\data folder as others had done but still no luck.

I dont know what else to try?

I also noticed that that working cats eyes were not present on the model, could this be a linked problem or separate.

Would it matter if I was using a config.cpp or config.bin ?

I did discover that once you had opened BI .rvmats with eliteness and saved once you can them open with the MatEditor as normal with no errors.

*EDIT*

I have even just resorted to taking a community made unit with working wound textures and placed it in my BISoldier folder, renamed to BISolder.p3d and amended the .cpp file so that the wound paths are exactly the same as the community made .cpp

guess what? - it still doesn't work sad_o.gif

I'm pretty sure its an error on my part but I havnt got a clue as to what it is.

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Argh!

That tutorial makes it look so easy.. confused_o.gif

I have the tools, but havnt had the time to use them.

Good job who made the tut tho

thumbs-up.gif

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thanks wika-woo..

Give the tutorial a try - it should only take you around 30 - 45 mins tops to do it if that.

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JB, have you manage to fix the wound texture? i also had on the same prob with my retex troops, then benxcore hinted me on this:

--

Added this line to the Unit Config:

Code Sample

class Wounds {

tex[] = {};

mat[] = {"ca\characters\data\us_hhl.rvmat", "ca\characters\data\us_hhl_wound1.rvmat", "ca\characters\data\us_hhl_wound2.rvmat", "ca\characters\data\us_soldier_sabass_body.rvmat", "ca\characters\data\us_soldier_sabass_body_wound1.rvmat", "ca\characters\data\us_soldier_sabass_body_wound2.rvmat"};

};

The wounds correspond to the units side. Since this is the Seals, there is us_hhl.rvmat, had it been resistance, it would be res_hhl.rvmat. Then the body rvmat's correspond to the model, and since I used the Sabass body, I used the wound textures for it. Search through the characters.pbo for the right names for the textures as I don't know them all.

--

and now it works. Hope it will for you.

cheers mate

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thanks mate,

I already have all that in my config, all with the correct .rvmats corresponding to my soldierwb model. I also ahave them in the correct order as I believe that is also important.

ravenDK has been quite helpful and has also allowed my to look at and use extracts of thier latest recce units which have wroking wounds.Unfortunately this is not even working. I have a very strong feeling the problems lies with the BISoldier model than anything else.

I have linlked the .rvmats to the ca\characters\data folder and to my own bisoldier\data folder and it just doesnt work - or at least I cant get it to work.

I am now testing with one of synides models as there seems to be quite a bit missing from the bisoldier model compared to synides. I noticed things like the cats eyes on the helmet were not working. When I looked at the BISoldier model the cats eyes dont have the reflective material and texture assigned to them. God knows what else is not deifned as it should be so maybe this is where the problem lies.

As it stands, if I have no joy soon I will probably speak to synide and see if I can use one of his ripped models and base a tutorial on that. I quickly added one of the units from his FTP to my BISoldier  folder last night and renamed it to suit and it works like a charm with cats eyes working etc. I havnt had chance to amend the wound texture paths yet but I will do that tonight when I get home.

Hopefully if it works people will be happy to wait a day or two for a new tutorial for a model that fully works confused_o.gif

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well, a little update..

Even using synides models didnt work.

Ive tried every possible variation of config etc and im losing myself now and going around in circles crazy_o.gifbiggrin_o.gif

The weird thing is I can change the path of my model in teh config from bimodel\bisodier\bisoldier.p3d to any unit within the ca\characters folder and it worked fine, reflections, wounds, the lot. I just cant get the BISoldier model working. I thought maybe for some unknown reason the wounds would only work with models that were contained in the ca\characters folder but I see that the SFF_recce troops have their unit .p3d`s in their own folder so I took one of them and replaced my BISoldier model with the SFF recce one - That didn't work either. The model shows in game fine except for wounds.

Can someone check my config, I have tried so many variations I have lost track of all that I have done. Maybe someone can see some really obvious mistakes.

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

{

class BISoldier

{

units[]={"BISoldier"};

weapons[]={};

requiredVersion = 1.000000;

requiredAddons[]={};

};

};

class CfgVehicleClasses

{

class BISoldier

{

displayName="BISoldier";

};

};

class CfgSkeletons

{

class Default;

class Head

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] ={"neck","","neck1","neck","head","neck1","lBrow","head","mBrow","head","rBrow","head","lMouth","head","mMouth","head","rMouth","head","eyelids","head","LLip","head"};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","",

"RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""};

};

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

skeletonBones[] = {"stozar","","vlajka",""};

};

};

class CfgMovesMaleSdr;

class BI_PeopleMoves : CfgMovesMaleSdr

{

skeletonName = "OFP2_ManSkeleton";

collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};

collisionGeomCompPattern[] = {1, 3, 6};

};

class CfgModels

{

class Default;

class flag_vojak : Default

{

sections[] = {"latka"};

};

class Head: Default

{

skeletonName = "Head";

sections[] = {"swap_hhl","hide_eyewear"};

sectionsInherit="";

};

class BISoldier: Default

{

skeletonName = "OFP2_ManSkeleton";

sectionsInherit="Head";

sections[] =

{"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","",

"RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""};

};

class OFP2_ManSkeleton: BISoldier{};

};

class CfgVehicles

{

class Land;

class Man: Land

{

class ViewPilot;

};

class CAManBase;

class SoldierWB;

class BISoldier: SoldierWB

{

vehicleClass = "BISoldier";

displayName = "BISoldier";

model = "\bimodels\bisoldier\BISoldier.p3d";

scope = 2;

nightVision = 1;

camouflage = 0.600000;

Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";

weapons[] = {"M16","NVGoggles","Binocular","Throw","Put"};

magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};

respawnweapons[] = {"M4AIM","NVGoggles","Binocular","Throw","Put"};

respawnmagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"};

class Wounds

{

tex[] = {};

mat[] = {

"ca\characters\data\us_hhl.rvmat","ca\characters\data\us_hhl_wound1.rvmat","ca\characters\data\us_hhl_wound2.rvmat","ca\characters\data\us_soldier_body.rvmat","ca\characters\data\us_soldier_body_wound1.rvmat","ca\characters\data\us_soldier_body_wound2.rvmat"};

};

};

I am wasting far more time than I need to on this and could do with sorting is soon. As always any help is appreciated smile_o.gif

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I'm sorry to get offtopic here mate...

...but could I ask exactly how you got the catseyes working? Was it to do with the _as or _smdi texture file?

I haven't yet tried modifying my own custom units to see what works, so if you could tell me here I'd really appreciate it.

I'm sorry about your wound problem; I really can't see anything that would be causing the problem.

One thing I will ask is that you check the model's links (not the config, but the P3D itself - use O2's mass texturing renaming tool) to the following rvmats =>

ca\characters\data\us_hhl.rvmat

ca\characters\data\us_soldier_body.rvmat

and ensure that the links you give in the config are EXACTLY the same as those in the P3D, e.g. all lower case.

Beyond that, I'm afraid I'm stumped. confused_o.gif

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I have tried and tested 1001 different ways mate, I have ensured everything is correct as far as I know, I have used different peoples configs and even models which work fine in their own right- just not with the BISoldier model. I just wanted to ensure MY config was good before I waste anymore time trying to get this to work.

Thanks for the advice anyway my friend.

regarding th cats eyes.

Unfortunately the BISoldier doesn't have any cats eyes modeled on (does this surprise you). So, you will have to add them yourself. Its just a couple of square faces.

The texture used is ca\characters\data\us_soldier_equipacu_co.paa and the material used is ca\characters\data\us_helmet_reflections.rvmat

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Blast... sorry it didn't work. I feel bad cause my custom model is working fine. confused_o.gif I find in these situations it's best just to start again (using another model as a base).

Ah, damn those catseyes! Could I ask a favour, mate? Check your PM in around 3 minutes. smile_o.gif

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It can so:

Maruk - please. notworthy.gif How make this damned textures of blood and wounds in your BIS Soldier model ? crazy_o.gifbanghead.gif My contractors, east rebels, Nam Gi waiting for release, but without these textures in 100% not ready.

help.gifhelp.gifhelp.gif

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After playing around again with this today for a few hours I got this..

wounds_faces_catseyes.jpg

I can confirm I have now fixed all addressed issues namely Wounds, Catseyes and Random faces.

yipeeeeee!!!

Thanks everyone for your help. I hesitate to admit this but I actually found the answer in one of my own posts in another thread whistle.gif

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Amazing, Amazing work. Thank you JB. I will try this for my new models. notworthy.gif

tutorials like these made the community better. Amazing. biggrin_o.gif

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Thank you.

I will update the tutorial once I have reminded my 4 year old boy what I look like and convinced my wife that ArmA isn't actually another women inlove.gif

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