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vilas

problem with own men models

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i made soldiers for 1985 pack, lets say they are based on Synide MLODS, i made soldiers copy+paste, for example soldier without shovel, specnaz without backpack, us soldier with no camel back

and now i have error message about "selectionsinherit" :/

soldier is loading, all works, but before mission there is a message about error "no entry cfgmodels.... name of p3d ... selectionsinherit"

if someone can helpme i can give FTP link to beta of "addon" smile_o.gif on PM

Synide gave cfg_skeletons in one file, i used it for my classes

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Have you included a class cfgmodels in your config.cpp?

Quote[/b] ]class CfgSkeletons

{

class Head

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] =

{

"neck","",

"neck1","neck",

"head","neck1",

"loboci","head",

"soboci","head",

"poboci","head",

"lkoutek","head",

"skoutek","head",

"pkoutek","head",

"vicka","head",

"spodni ret","head"

};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{

"Weapon","",

"launcher","",

"Camera","",

"Spine","",

"Spine1","",

"Spine2","",

"Spine3","",

"Pelvis","",

//Left upper side

"LeftShoulder","",

"LeftArm","",

"LeftArmRoll","",

"LeftForeArm","",

"LeftForeArmRoll","",

"LeftHand","",

"LeftHandRing","",

"LeftHandRing1","",

"LeftHandRing2","",

"LeftHandRing3","",

"LeftHandPinky1","",

"LeftHandPinky2","",

"LeftHandPinky3","",

"LeftHandMiddle1","",

"LeftHandMiddle2","",

"LeftHandMiddle3","",

"LeftHandIndex1","",

"LeftHandIndex2","",

"LeftHandIndex3","",

"LeftHandThumb1","",

"LeftHandThumb2","",

"LeftHandThumb3","",

//Right upper side

"RightShoulder","",

"RightArm","",

"RightArmRoll","",

"RightForeArm","",

"RightForeArmRoll","",

"RightHand","",

"RightHandRing","",

"RightHandRing1","",

"RightHandRing2","",

"RightHandRing3","",

"RightHandPinky1","",

"RightHandPinky2","",

"RightHandPinky3","",

"RightHandMiddle1","",

"RightHandMiddle2","",

"RightHandMiddle3","",

"RightHandIndex1","",

"RightHandIndex2","",

"RightHandIndex3","",

"RightHandThumb1","",

"RightHandThumb2","",

"RightHandThumb3","",

//Left lower side

"LeftUpLeg","",

"LeftUpLegRoll","",

"LeftLeg","",

"LeftLegRoll","",

"LeftFoot","",

"LeftToeBase","",

//Right lower side

"RightUpLeg","",

"RightUpLegRoll","",

"RightLeg","",

"RightLegRoll","",

"RightFoot","",

"RightToeBase",""

};

  };

class default;

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

skeletonBones[] =

{

"stozar","",

"vlajka",""

};

};

};

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class flag_vojak : Default

{

sections[] = {"latka"};

};

class Head: Default

{

sections[] =

{

"osobnost",

"brejle"

};

skeletonName = "Head";

};

class ArmaMan : Default

{

sections[] =

{

"osobnost","Head_Injury","Body_Injury","l_leg_injury&am

p;am

p;qu

ot;,"l_arm_injury","r_arm_injury","l_leg_injury","clan&

amp;

amp;

quot;

};

  skeletonName = "OFP2_ManSkeleton";

};

class YOUR_MODEL_NAME_MINUS_P3D_EXTENSION: ArmaMan {};

};

Just replace YOUR_MODEL_NAME_MINUS_P3D_EXTENSION with the name of your model, without the P3D extension obviously wink_o.gif

ALSO, you'll need to rename all of the selections in your model to match the correct case. All selections used in ArmA are case-sensitive, so "head" isn't the same as "Head", "LeftShoulder" should replace "leftshoulder" etc.

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I think this bit of SJB`s code:

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

{

sections[] =

{

"osobnost","Head_Injury","Body_Injury","l_leg_injury&am

p;am

p;qu

ot;,"l_arm_injury","r_arm_injury","l_leg_injury","clan&

amp;

amp;

quot;

};

skeletonName = "OFP2_ManSkeleton";

should actually read:

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

{

sections[] =

{

"osobnost","Head_Injury","Body_Injury","l_leg_injury"

,"l_arm_injury","r_arm_injury","r_leg_injury","clan"

};

skeletonName = "OFP2_ManSkeleton";

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this what said JB was other way in Synide example named mercenary.pbo in its config

in Synide there was:

sections[] =

{

"swap_hhl","swap_wound_head","swap_wound_body","swap_wo

und_legL","swap_wound_armL","swap_wound_armR","swap_wound_le

gL","swap_wound_legR","hide_eyewear","hide_medic",&quot

;swap_bdu", "hide_teamcolor"};

};

i used normal BIS MLODs from Synide, just i deleted shovel or camel backpack

all works except this message about sectionsinherit :/

so i made all as should be !

more funny, before format c: in my previous Arma installation with all addons it was working

now i made format, i made clear new installations !

before format "Tools" were not working

after format BIS tools work fine (viewer works)

but i have those "sectionsinherit" message

after format, new instal now i have now some times soldiers walking half in ground :/

i have all drivers as before format, i have ONLY BIS addons now, but in half of starts soldiers are half in ground :/

wtf can be ?

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but in half of starts soldiers are half in ground :/

wtf can be ?

In short, its an incorrect cfgmodels definition and/or a messed up cfgskeletons. Also, make sure you take-note that the selection names are the correct CaSe as stated in my first post in this thread.

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there was a mistake in Synide "example" smile_o.gif

Thanx for help, now works :P

synide doesn't give "subclass" armaman as in example, synide was giving

your model :default {... definitions};

but isaw i cannot change OFP2_manskeletons for vilas_manskeletone ?

mega virtual BEER for all !!!!

EDIT - there is problem with your exapmles :/

faces of default soldiers now are to the ground :/

so now "cuustom" models work, but BIS no :/

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i found stupid problem, source of problem

WHEN I USE "VILAS_MANSKELETONS"

when in editor i FIRST load 1 single BIS soldier all is okay

than i quit previeww in editor, i can setup some my own MLODs and all works fine

when i load game and i put my soldier first all game *** and soldiers in ground :/

so why do i have to load BIS soldiers first, before using in mission editor my own?

WHEN I USE OFP2_MANSKELETONS

faces of BIS soldiers look like from horror movie, they are big to the ground ? my soldiers look good, no problem

WTF ?

new1.jpg this is non edited BIS soldier when my addons in use

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