Major Blood 0 Posted August 27, 2008 Hello All I am creating a new unit, but I am having some trouble with the config. I need to define a custom face for this unit simply named: hhl_01_co.paa With this config the units faces are random: class CfgPatches { class IPD_operators { units[]={"IPD_operators"}; weapons[]={}; requiredVersion = 1.05; requiredAddons[]={}; }; }; class CfgVehicleClasses { class IPD_operators { displayName="IPD_operators"; }; }; 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",&quo t;","Spine","","Spine1","","Spine2" ,"","Spine3","","Pelvis","","LeftSh oulder","","LeftArm","","LeftArmRoll","& quot;,"LeftForeArm","","LeftForeArmRoll",""," LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHan dRing2","","LeftHandRing3","","LeftHandPinky1" ;,"","LeftHandPinky2","","LeftHandPinky3","&q uot;,"LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","Lef tHandIndex2","","LeftHandIndex3","","LeftHandThumb 1","","LeftHandThumb2","","LeftHandThumb3",&q uot;","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightFor eArmRoll","","RightHand","","RightHandRing",& quot;","RightHandRing1","","RightHandRing2","" ;,"RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","Ri ghtHandMiddle1","","RightHandMiddle2","","RightHan dMiddle3","","RightHandIndex1","","RightHandIndex2 ","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","Ri ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&qu ot;,"","LeftLeg","","LeftLegRoll","",&qu ot;LeftFoot","","LeftToeBase","","RightUpLeg" ,"", "RightUpLegRoll","","RightLeg","","RightLegRo ll","","RightFoot","","RightToeBase","&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 IPD_operators: Default { skeletonName = "OFP2_ManSkeleton"; sectionsInherit="Head"; sections[] = {"weapon","","launcher","","Camera",&quo t;","Spine","","Spine1","","Spine2" ,"","Spine3","","Pelvis","","LeftSh oulder","","LeftArm","","LeftArmRoll","& quot;,"LeftForeArm","","LeftForeArmRoll",""," LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHan dRing2","","LeftHandRing3","","LeftHandPinky1" ;,"","LeftHandPinky2","","LeftHandPinky3","&q uot;,"LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","Lef tHandIndex2","","LeftHandIndex3","","LeftHandThumb 1","","LeftHandThumb2","","LeftHandThumb3",&q uot;","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightFor eArmRoll","","RightHand","","RightHandRing",& quot;","RightHandRing1","","RightHandRing2","" ;,"RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","Ri ghtHandMiddle1","","RightHandMiddle2","","RightHan dMiddle3","","RightHandIndex1","","RightHandIndex2 ","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","Ri ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&qu ot;,"","LeftLeg","","LeftLegRoll","",&qu ot;LeftFoot","","LeftToeBase","","RightUpLeg" ,"", "RightUpLegRoll","","RightLeg","","RightLegRo ll","","RightFoot","","RightToeBase","&q uot;}; }; class OFP2_ManSkeleton: IPD_operators{}; }; class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class CAManBase; class SoldierWB; class IPD_operators: SoldierWB { model="\IPD_operators\IPD_operators.p3d"; moves="BI_PeopleMoves"; accuracy=5; displayName= "IPD_operators"; nameSound = "specNas"; picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {RHS_AKMSf,"Throw","Put","Makarov"}; magazines[] = {"RHS_AKMrmag", "RHS_AKMrmag", "RHS_AKMrmag","RHS_AKMrmag", "RHS_AKMrmag", "RHS_AKMrmag","RHS_AKMrmag","HandGrenade","HandGrenade& quot;,"SmokeShellRed","SmokeShellGreen","8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"} ; camouflage=0.5; vehicleClass = "IPD_operators"; threat[] = {1, 0.1, 0.1}; class Wounds{ tex[]={}; mat[] = {"IPD_operators\data\swat.rvmat","IPD_operators\data\swat.rvmat","IPD_operators\data\us_soldier_sabass_body_wound1.rvmat","IPD_operators\data\us_soldier_sabass_body_wound2.rvmat","IPD_operators\data\merc_sc.rvmat","IPD_operators\data\merc_sc_wound1.rvmat","IPD_operators\data\merc_sc_wound2.rvmat"}; }; }; }; Can someone please advise on how to define a specific face for the unit in the above config? Sidenote: I am sure this is a simple fix, and its funny, I think most people had trouble getting random faces on the units, and I am asking the opposite. I am complete noob with configs and just learning O2. Any help is appreciated. Share this post Link to post Share on other sites
.kju 3245 Posted August 27, 2008 use http://pastebin.com/ for code Share this post Link to post Share on other sites
Major Blood 0 Posted August 27, 2008 Hey Q Thanks for the reply. I dont understand your answer. I checked the link, but I dont get it. Can someone please elaborate. I have tried many changes in config, but nothing has worked. Like I said, this should be a simple fix, but I have no clue. Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 28, 2008 Its too hard to read when posted straight to the forum, the format becomes a mess. Use Pastebin so the format is clean and readable C++ is a language you can select Share this post Link to post Share on other sites
scars09 9 Posted August 28, 2008 Quote[/b] ]sections[] = {"swap_hhl","hide_eyewear"}; maybe its enough to delete the swap_hhl entry posted above. sure shot is to rename the selection in o2/your model. Share this post Link to post Share on other sites
General Barron 0 Posted August 28, 2008 Urgh.... don't put CfgModels and CfgSkeletons info directly in your config; rather, create a model.cfg and binarize your model. Otherwise some users will get errors when they use your addon. Share this post Link to post Share on other sites
Major Blood 0 Posted August 28, 2008 Hello again Thank you for your replys. Quote: Scars09 maybe its enough to delete the swap_hhl entry posted above. sure shot is to rename the selection in o2/your model. I have removed the "swap_hhl" from the config, but no luck. I am sorry I dont understand what you mean by rename selection in O2. The desired face shows perfectly in Buldozer, but is ramdom in editor. Quote: General Barron Urgh.... don't put CfgModels and CfgSkeletons info directly in your config; rather, create a model.cfg and binarize your model. Otherwise some users will get errors when they use your addon. Barron this is a random config that I found somewhere, and my first attempt at getting a unit in game. I dont have the knowlege required to understand your statment. I am complete noob and only do modeling and textures. Besides with this being my first unit addon, it will most likely be for personal use only. I am obviously missing something here. Help Pleaseee Share this post Link to post Share on other sites
scars09 9 Posted August 28, 2008 named selection are parts of the model that are specificly named. swap_hhl will have the head and the hands in this selection. check if the named selections window is active and search for swap_hhl in that list (all in o2). doubleclick it. head and hands should get red. rightclick on the swap_hhl entry in the list and name it like you want. this "disconnects" the config entry from the model, wich should result in showing the applied texture only not a random one. have to be done in all LOD´s wich actually has that entry. Share this post Link to post Share on other sites
Major Blood 0 Posted August 29, 2008 Scars09: That got it done. I went into O2 and changed the named selection. It now works perfectly. Thank you all for your help. Share this post Link to post Share on other sites
scars09 9 Posted August 29, 2008 my pleasure but we did it the rambo way i just noticed easiest option would have been an initeventhandler added to config wich adds your face texture to the swap_hhl selection, bypassing the random faces. Share this post Link to post Share on other sites
Von Rundstedt 0 Posted August 29, 2008 Could have been done by simple addition to config too. By adding following in "class IPD_operators: SoldierWB" faceType = "blahfaces"; and adding this to config: class CfgFaces { class blahfaces { class Face1 { name = "Peter F."; texture = "\ca\characters\hhl\hhl_01_CO.paa"; east = 1; west = 1; }; Which would have blocked all other faces than hhl_01_co.paa Share this post Link to post Share on other sites