maatz 1 Posted December 29, 2007 hey guys, i got a problem with my config.cpp if i want to make my objects in to a new vehicle class, it doesn't show up correctly! heres the config part: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ model="\maa_hesco\mil1"; armor=200000; scope=2; vehicleClass="HESCO Objects"; displayName="Mil 1"; } Share this post Link to post Share on other sites
RN Malboeuf 12 Posted December 29, 2007 you have to define new class in cfgVehicleclasses Share this post Link to post Share on other sites
W0lle 1052 Posted December 29, 2007 As bdfy already said, before you can use a vehicleclass you need to define it first. In your case you need to add this before class CfgVehicles: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleClasses { class MyHesco // or whatever you want to call it { displayName="HESCO Objects"; }; }; Your sample needs to look like this then: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ model="\maa_hesco\mil1"; armor=200000; scope=2; vehicleClass="MyHesco"; displayName="Mil 1"; } Share this post Link to post Share on other sites
raedor 8 Posted December 29, 2007 If this is your first ArmA addon you should check how class loading works now -- opposed to what you had to do in OFP. Also you should use antoher TAG, as the one you're using is already reserved for MAA of CSLA! Check OFPEC Tags here. You can reserve something else for you there. Share this post Link to post Share on other sites
maatz 1 Posted December 30, 2007 thanks a lot guys. now the problem is solved. oh, and i changed my TAG to another one ;-) thanks raedor! but now i got a new problem, for which i don't want to start a new thread. i am making custom editor icons for the objects, but how can i make them exact the size, they are in game then? because my icons now are much bigger than the real model then. i hope you understand my problem!? greetings and thanks so far maatz Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 30, 2007 Think what your looking for Maatz is like; Quote[/b] ]mapSize=6; in your object class config under CFGVehicle. Share this post Link to post Share on other sites
maatz 1 Posted January 1, 2008 thank you Gnat! but i still got problems. in the wiki stands this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mapSize Float: Default Value = 10 (meters). Used for the map editor to show the icon associated with this model class. There is no x y component to this, the meaurement units are meters. To creat a circular, rectangular or other 'non sqaure' image, you need to make a pac file for the icon with, a transparent layer. mapSize = 0.7; // small object such as a tree mapSize = 4; // a small'ish building The Mission Editor map is not very good in this regard (as noted above). However, the main problem is the base classes of the engine. The mapSize= for most objects, particularly buildings, is a one shoe fits all. A forest, eg, is the same mapSize= as a tree !!! Later Oem addons, *generally* are better and more specific in this regard, making position and fitting a little easier. so, i made a icon and gave it the size mapsize=1.23; in the config. because the object is exactly 1.23 x 1.23m. but in the editor the icon is still bigger than the object ingame then, you know? and i also tried it with mapsize=6, as you mentioned, but that was even bigger... i hope you get the point? oh btw, whats the best way making a custom icon? i did "solid fill faces" in the "top view" in oxygen and the used it as the icon... or is it better to draw them with PS? greetings and a happy new year maatz Share this post Link to post Share on other sites
raedor 8 Posted January 4, 2008 Maybe this is the "radius", so try the half of it? Share this post Link to post Share on other sites
maatz 1 Posted January 15, 2008 Maybe this is the "radius", so try the half of it? well, i tried as you said, but it didn't work. the icons still don't fit 100%... isn't there another way, of making the icon excatly the real object size?! Share this post Link to post Share on other sites
maatz 1 Posted January 18, 2008 still playing around with this icon-size-thingy, though. have not found a way of making the icon the exact object size... well, but i got a new problem: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class wtower1: TargetGrenade { model="\maatz_hesco\wtower1"; armor=200000; scope=2; vehicleClass="HESCO_Objects"; ladders[]={{"start","end"}}; //mapSize=0.61; //icon="\maatz_hesco\i\mil1_i.paa"; displayName="Watch Tower 1"; irTarget = 0; } the thing is, that the ladder doesn't work in ArmA. dunno whats wrong. i have set up a MemoryLod with the start and end things, and wrote it in the config, but it doesn't seem to work ingame! but in good ol' ofp the ladder works, without problems... plus: i cannot make my normal maps working in AmrA! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgTextureToMaterial { class HESCO_material { textures[] = {"maatz_hesco\t\ht.pac"}; material = "#HESCO_material"; }; }; class CfgMaterials { class HESCO_material {a mbient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {0.0, 0.0, 0.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.0, 0.0, 0.0, 1.0}; specularPower = 0.0; PixelShaderID = "NormalMapDetailSpecularMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "maatz_hesco\t\ht_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "maatz_hesco\t\ht.pac"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "maatz_hesco\t\ht_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; }; }; this config part was more or less taken from Linker_Spits tut for normal maps etc... but it doesn't work ingame. it says: is anybody able to help me out somehow? thanks in advance maatz Share this post Link to post Share on other sites
HitmanFF 6 Posted January 18, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class HESCO_material {a mbient[] = {1.0, 1.0, 1.0, 1.0}; this config part was more or less taken from Linker_Spits tut for normal maps etc... but it doesn't work ingame. Looks like the ambient[] part is spread over two lines. Combining the two lines should fix this error Share this post Link to post Share on other sites
maatz 1 Posted January 21, 2008 thanks, that fixed the issue. but now the new texture is much darker than the original one!? Share this post Link to post Share on other sites
Jackal326 1181 Posted January 22, 2008 Try the below code as your .RVMAT file: Quote[/b] ]class CfgTextureToMaterial{ class HESCO_material { textures[] = {"maatz_hesco\t\ht.pac"}; material = "#HESCO_material"; }; }; class CfgMaterials { class HESCO_material {a mbient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {0.0, 0.0, 0.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.0, 0.0, 0.0, 1.0}; specularPower = 0.0; PixelShaderID = "NormalMapDetailSpecularMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "maatz_hesco\t\ht_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "maatz_hesco\t\ht_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; }; }; In your current setup, you were using the regular coloured texture, as your SMDI "shiny/gloss" map, which would make it look dark. Share this post Link to post Share on other sites