norsu 180 Posted June 18, 2009 (edited) I might as well ask here. I have a problem with an infantry addon I'm trying to port to ArmA2. One of my testers reported that all models were twisted like the creature from The Thing but my second tester had only small problems with shadows. Both testers had the same version and all models were in MLOD format. Also the addon worked fine in ArmA. Has anyone got their infantry models to work flawlessly just like in ArmA? Edited June 18, 2009 by Norsu Share this post Link to post Share on other sites
Snake Man 407 Posted June 18, 2009 Same here Mr NoRSu, I tried to bring up ODOL or MLOD simple soldier model from ArmA (1) to ArmA 2 and I get the same "the thing" effect you described. I tried even the early days BIS Sample model with model.cfg entries wrongly written in the config.cpp, no go, I tried the fully ArmA (1) working VTE soldier model, no go. I believe its something to do with the model.cfg and selections, but... I do not comprehend how some people have gotten it to work while others don't. I would kill for a working model.cfg / config.cpp right about now :) Share this post Link to post Share on other sites
Alex.XP 0 Posted June 18, 2009 (edited) I converted the BIS Sample model to ArmA2 and wrote the cfgModel in config.cpp. But it has some problem... Like this: Warning Message: No entry 'bin\config.bin/CfgModels/VME_PLA_Soldier.sectionsInherit'. Warning Message: '/' is not a value. Edited June 18, 2009 by Alex.XP Share this post Link to post Share on other sites
horror1 10 Posted June 21, 2009 the i44 team had working soldiers converted from arma1 into arma2 and they made some utube videos with them. Share this post Link to post Share on other sites
t_d 47 Posted June 21, 2009 here the skeleton of ArmA2 soldiers: class cfgSkeletons { class default; class OFP2_ManSkeleton : default { SkeletonBones[]= { "pelvis","", "spine","pelvis", "spine1","spine", "spine2","spine1", "spine3","spine2", "neck","spine3", "neck1","neck", "head","neck1", "headcutscene","head", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head", "leftshoulder","spine3", "leftarm","leftshoulder", "leftarmroll","leftarm", "leftforearm","leftarmroll", "leftforearmroll","leftforearm", "lefthand","leftforearmroll", "lefthandring","lefthand", "lefthandring1","lefthandring", "lefthandring2","lefthandring1", "lefthandring3","lefthandring2", "lefthandpinky1","lefthandring", "lefthandpinky2","lefthandpinky1", "lefthandpinky3","lefthandpinky2", "lefthandmiddle1","lefthand", "lefthandmiddle2","lefthandmiddle1", "lefthandmiddle3","lefthandmiddle2", "lefthandindex1","lefthand", "lefthandindex2","lefthandindex1", "lefthandindex3","lefthandindex2", "lefthandthumb1","lefthand", "lefthandthumb2","lefthandthumb1", "lefthandthumb3","lefthandthumb2", "rightshoulder","spine3", "rightarm","rightshoulder", "rightarmroll","rightarm", "rightforearm","rightarmroll", "rightforearmroll","rightforearm", "righthand","rightforearmroll", "righthandring","righthand", "righthandring1","righthandring", "righthandring2","righthandring1", "righthandring3","righthandring2", "righthandpinky1","righthandring", "righthandpinky2","righthandpinky1", "righthandpinky3","righthandpinky2", "righthandmiddle1","righthand", "righthandmiddle2","righthandmiddle1", "righthandmiddle3","righthandmiddle2", "righthandindex1","righthand", "righthandindex2","righthandindex1", "righthandindex3","righthandindex2", "righthandthumb1","righthand", "righthandthumb2","righthandthumb1", "righthandthumb3","righthandthumb2", "weapon","spine1", "launcher","spine1", "camera","pelvis", "leftupleg","pelvis", "leftuplegroll","leftupleg", "leftleg","leftuplegroll", "leftlegroll","leftleg", "leftfoot","leftlegroll", "lefttoebase","leftfoot", "rightupleg","pelvis", "rightuplegroll","rightupleg", "rightleg","rightuplegroll", "rightlegroll","rightleg", "rightfoot","rightlegroll", "righttoebase","rightfoot", }; }; }; So a lot of selections need to be renamed it seems. Share this post Link to post Share on other sites
Alex.XP 0 Posted June 22, 2009 here the skeleton of ArmA2 soldiers: class cfgSkeletons { class default; class OFP2_ManSkeleton : default { SkeletonBones[]= { "pelvis","", "spine","pelvis", "spine1","spine", "spine2","spine1", "spine3","spine2", "neck","spine3", "neck1","neck", "head","neck1", "headcutscene","head", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head", "leftshoulder","spine3", "leftarm","leftshoulder", "leftarmroll","leftarm", "leftforearm","leftarmroll", "leftforearmroll","leftforearm", "lefthand","leftforearmroll", "lefthandring","lefthand", "lefthandring1","lefthandring", "lefthandring2","lefthandring1", "lefthandring3","lefthandring2", "lefthandpinky1","lefthandring", "lefthandpinky2","lefthandpinky1", "lefthandpinky3","lefthandpinky2", "lefthandmiddle1","lefthand", "lefthandmiddle2","lefthandmiddle1", "lefthandmiddle3","lefthandmiddle2", "lefthandindex1","lefthand", "lefthandindex2","lefthandindex1", "lefthandindex3","lefthandindex2", "lefthandthumb1","lefthand", "lefthandthumb2","lefthandthumb1", "lefthandthumb3","lefthandthumb2", "rightshoulder","spine3", "rightarm","rightshoulder", "rightarmroll","rightarm", "rightforearm","rightarmroll", "rightforearmroll","rightforearm", "righthand","rightforearmroll", "righthandring","righthand", "righthandring1","righthandring", "righthandring2","righthandring1", "righthandring3","righthandring2", "righthandpinky1","righthandring", "righthandpinky2","righthandpinky1", "righthandpinky3","righthandpinky2", "righthandmiddle1","righthand", "righthandmiddle2","righthandmiddle1", "righthandmiddle3","righthandmiddle2", "righthandindex1","righthand", "righthandindex2","righthandindex1", "righthandindex3","righthandindex2", "righthandthumb1","righthand", "righthandthumb2","righthandthumb1", "righthandthumb3","righthandthumb2", "weapon","spine1", "launcher","spine1", "camera","pelvis", "leftupleg","pelvis", "leftuplegroll","leftupleg", "leftleg","leftuplegroll", "leftlegroll","leftleg", "leftfoot","leftlegroll", "lefttoebase","leftfoot", "rightupleg","pelvis", "rightuplegroll","rightupleg", "rightleg","rightuplegroll", "rightlegroll","rightleg", "rightfoot","rightlegroll", "righttoebase","rightfoot", }; }; }; So a lot of selections need to be renamed it seems. Thank you! It's very useful! Share this post Link to post Share on other sites
gms 0 Posted June 22, 2009 I think the twist in the new animations is happening because infantry models of arma1 is low-resolution of polygons compared with arma2 *waits for unbinarized models from BIS* Share this post Link to post Share on other sites
Synide 0 Posted June 22, 2009 What do you mean by 'twisted'? You talking seriously deformed or just moderately or slightly deformed? As the Character skeletons have changed in A2 you'll probably not get very good results trying to use A1 skeletons with A2 .rtm's. While your waiting for the appropriate tools etc. you could probably use your A1 characters in A2 if you use the A1 .rtms with them instead of the A2 .rtms... just a thought... might take a little jiggery-boo but doable. Share this post Link to post Share on other sites
colonel well 0 Posted June 27, 2009 I trying to import starship troopers bugs and other aliens in arma 2 , but can find it in editor or error message "invalid crew" can you tell me how you import your unit soldier in arma 2 please Share this post Link to post Share on other sites
rocket 9 Posted June 28, 2009 The invalid crew message will probably be because you're referencing classes that don't exist in ArmA2. Check the config file to see what the parent types are. Share this post Link to post Share on other sites
EddiePrice 16 Posted July 3, 2009 I think the twist in the new animations is happening because infantry models of arma1 is low-resolution of polygons compared with arma2 I don't think so, some high detail unit models from ArmA1 are the same number of polys as default ArmA2 units, more in some cases. I think the problem is entirely up to selections, we'll just have to wait and see. Share this post Link to post Share on other sites