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icewindo

Model half buried

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... but couldn't solve the problem.

So, because I can't create a human model myself (yet I wink_o.gif ) I decided to use the BIS models ( http://prison.tibet225.server4you.de/ww2pn....&game=1 ) ,used civil_2_tshirt_shorts_tlustoch.p3d as a basis and came up with a stonage tribesman (test model).

Then I packed the model with the new textures + a config, but ingame the model is half buried ( http://img100.imageshack.us/img100/5292/blapd1.jpg ).

In another thread I found a link to a config, copied it and just changed the model path, but it didn't work (even if textures are missing it should be able to walk). The model seems complete (contains all the lods, pelvis+hand selections...) so it's a error in the config?

Do I have do add anything maybe?

Any help would be appreciated, help a noob please whistle.gif

class CfgPatches

{

class BISoldier

{

units[]={"BISoldier"};

weapons[]={};

requiredVersion = 1.05;

requiredAddons[]={};

};

};

class CfgVehicleClasses

{

class BISoldier

{

displayName="BISoldier";

};

};

class CfgSkeletons

{

class Default;

class Head

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] ={"neck","","neck1","neck","head","n

eck1","lBrow","head","mBrow","head","rBr

ow","head","lMouth","head","mMouth","hea

d","rMouth","head","eyelids","head","LLi

p","head"};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{"weapon","","launcher","","Camera",&amp

;

;quo

t;","Spine","","Spine1","","Spine2"

,"","Spine3","","Pelvis","","LeftSh

oulder","","LeftArm","","LeftArmRoll","&

amp;

amp;

quot;,"LeftForeArm","","LeftForeArmRoll","","

LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHan

dRing2","","LeftHandRing3","","LeftHandPinky1&quot

;

;

;,"","LeftHandPinky2","","LeftHandPinky3","&a

mp;a

mp;q

uot;,"LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","Lef

tHandIndex2","","LeftHandIndex3","","LeftHandThumb

1","","LeftHandThumb2","","LeftHandThumb3",&a

mp;a

mp;q

uot;","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightFor

eArmRoll","","RightHand","","RightHandRing",&

amp;

amp;

quot;","RightHandRing1","","RightHandRing2","&quot

;

;

;,"RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","Ri

ghtHandMiddle1","","RightHandMiddle2","","RightHan

dMiddle3","","RightHandIndex1","","RightHandIndex2

","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","Ri

ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&am

p;am

p;qu

ot;,"","LeftLeg","","LeftLegRoll","",&am

p;am

p;qu

ot;LeftFoot","","LeftToeBase","","RightUpLeg"

,"",

"RightUpLegRoll","","RightLeg","","RightLegRo

ll","","RightFoot","","RightToeBase","&a

mp;a

mp;q

uot;};

};

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",&amp

;

;quo

t;","Spine","","Spine1","","Spine2"

,"","Spine3","","Pelvis","","LeftSh

oulder","","LeftArm","","LeftArmRoll","&

amp;

amp;

quot;,"LeftForeArm","","LeftForeArmRoll","","

LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHan

dRing2","","LeftHandRing3","","LeftHandPinky1&quot

;

;

;,"","LeftHandPinky2","","LeftHandPinky3","&a

mp;a

mp;q

uot;,"LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","Lef

tHandIndex2","","LeftHandIndex3","","LeftHandThumb

1","","LeftHandThumb2","","LeftHandThumb3",&a

mp;a

mp;q

uot;","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightFor

eArmRoll","","RightHand","","RightHandRing",&

amp;

amp;

quot;","RightHandRing1","","RightHandRing2","&quot

;

;

;,"RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","Ri

ghtHandMiddle1","","RightHandMiddle2","","RightHan

dMiddle3","","RightHandIndex1","","RightHandIndex2

","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","Ri

ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&am

p;am

p;qu

ot;,"","LeftLeg","","LeftLegRoll","",&am

p;am

p;qu

ot;LeftFoot","","LeftToeBase","","RightUpLeg"

,"",

"RightUpLegRoll","","RightLeg","","RightLegRo

ll","","RightFoot","","RightToeBase","&a

mp;a

mp;q

uot;};

};

class OFP2_ManSkeleton: BISoldier{};

};

class CfgVehicles

{

class Land;

class Man: Land

{

class ViewPilot;

};

class CAManBase;

class SoldierWB;

class BISoldier: SoldierWB

{

model="\stone\jager2.p3d";

moves="BI_PeopleMoves";

accuracy=5;

displayName= "BI Demo Soldier";

nameSound = "specNas";

picture = "\Ca\characters\data\Ico\i_SF_CA.paa";

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

weapons[] = {M107,"Throw","Put","Binocular",};

magazines[] = {"10Rnd_127x99_M107", "10Rnd_127x99_M107", "10Rnd_127x99_M107","10Rnd_127x99_M107", "10Rnd_127x99_M107", "10Rnd_127x99_M107","10Rnd_127x99_M107","HandGrenade","

HandGrenade","SmokeShellRed","SmokeShellGreen",};

camouflage=0.5;

vehicleClass = "BISoldier";

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

class Wounds{

tex[]={};

mat[] = {"bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bisoldier\data\us_soldier_body.rvmat", "bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat","bisoldier\data\us_soldier_equip.rvmat","bisoldier\data\us_hhl.rvmat"};

};

};

};

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you have to binarize the model, using the model.cfg, not the config.cpp method.

Copy and paste all the cfgSkeleton and cfgModels classes into model.cfg, then binarize wink_o.gif

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Do I have to binarize the whole addon folder? I binarized it but the unit won't appear ingame confused_o.gif ,with all the stuff in the cpp it showed up.

It's right that the model.cfg disappeared?

That's how my folder looked before

binarizing

vorheryn8.jpg

and after

nachherqq1.jpg

edit:

I think I'll just quit confused_o.gif , according to this tutorial [ http://www.aos.armaholic.eu/tutorial3.html ] I'm doing everything right, it even says to put the skeleton thing into the cpp, even copied the cfg and changed just the model, but it didn't change anything.

Do soldiers use different skeleton/move/whatever cfgs than civs? Might be the problem then? Because I used a civilian as template and the config was for BISsoldier?

Maybe somebody can take a look it? Config is from the tutorial, just deleted the wound texture information and changed model path.

http://www.datafilehost.com/download-a2e3e0fb.html

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I saw in your post that you didn't class your model:

I can't find any class your_model_name in cfgSkeletons and cfgModels...

untill that, the engine will not recognize your model

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I am having the same problem, I created a model.cfg replaced the class name with my own as suggested and my model is still in the ground.

If I add a model class it crashes arma

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in O2 did you your model over the red line?

the model starts out half way in the ground in O2, you have to move it up.

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