takealready 1 Posted August 9, 2009 (edited) I was able to port over my arma1 models (soldier models) by just replacing the cfgskeleton and cfgmodels. I hope this thread will help the community in some way. I'd like to thank Norus for starting that post and T D for posting that config http://forums.bistudio.com/showthread.php?t=74887. I DID NOT RENAME ANY OF THE SELECTIONS OF MY MODEL. All the work I did was in my config.cpp NONE OF THE MODELS WERE DEFORMED IN ANYWAY. They move perfectly fine. The only problem is with the hand signals. But as you can see from the pictures below this method of just editing the config.cpp will keep the community happy until BIS decides to release some mlod's and some examples. Sorry for the bad pics. I had to use my camera phone because none of my screenshot programs wanted to work. 123 kb 125 kb 122 kb 120 kb 144 kb This is part of what my config.cpp look like... ========================================================= 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", }; }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = "Head"; 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", }; }; class CfgMovesMaleSdr; class BlendAnims; class SOR_PeopleMoves : CfgMovesMaleSdr // lod Geometry { skeletonName = "OFP2_ManSkeleton"; // nom du .p3d Skeleton 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}; // lod Geometry DU .P3D SOLDAT (component). }; class CfgModels { class Default; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { skeletonName = "Head"; sections[] ={"swap_hhl","hide_eyewear"}; }; class Regiment: Default { skeletonName = "OFP2_ManSkeleton"; sections[] ={"swap_hhl","swap_wound_head","swap_wound_body","swap_wound_legL","swap_wound_armL","swap_wound_armR","swap_wound_legL","swap_wound_legR","hide_eyewear","hide_medic","swap_bdu", "hide_teamcolor"}; }; class CounterT: Default { skeletonName = "OFP2_ManSkeleton"; sections[] ={"swap_hhl","swap_wound_head","swap_wound_body","swap_wound_legL","swap_wound_armL","swap_wound_armR","swap_wound_legL","swap_wound_legR","hide_eyewear","hide_medic","swap_bdu", "hide_teamcolor"}; }; Edited September 15, 2009 by W0lle Images > 100 kb Share this post Link to post Share on other sites
Jackal326 1181 Posted August 9, 2009 (edited) There are a few references in there I wasn't aware of, should come in handy. I've had my SAS Units ingame for quite some time now. The main (read: only) problem I've experienced is when you attempt to use a weapon that has 'new' weapon-specific holding animations e.g. the MK48. That was the only time I noticed any distortion. Could you possibly check that your unit doesn't warp all over the place, or at least his arms anyway, when holding the MK48? Upon having checked this myself, using your above code sample as a basis, it still shows as having massive distortion when using the MK48 and other affected weapons. Shame :/ I thought we (and by we, I mean you) has cracked it. Edited August 10, 2009 by Jackal326 Share this post Link to post Share on other sites
takealready 1 Posted August 10, 2009 I'll try to use some of the static weapons (and all the other weapons). To see how things look. The handgun, assault riffle & rocket launchers animations and hand positions are fine with my characters. Also, I was messing around with the settings and also noticed that the hand signals are working just fine on my character. The one thing I've noticed so far that is odd is that my characters are larger than the other characters in the game. I'll post some pictures to show the differences between my character and the game. I don't know if BIS also scaled down) the size of the characters. I haven't figured out how to have my characters speak. Many times the villagers would say something to me, but I don't have the option of speaking back to them. Share this post Link to post Share on other sites
Jackal326 1181 Posted August 10, 2009 Hmm. I still get major distortion with the MK48 when I lower the weapon (when my character is in the "patrol" type animation, walking with the weapon lowered). The left forearm becomes quite distorted and twisted still. With regard to getting the characters to talk, I've made some slight progress, though its a little hap-hazard. Add the following into your unit within cfgvehicles: identityTypes[] = {"USMC_Glasses", "Head_USMC"}; languages[] = {"EN"}; class TalkTopics; class SJB_SAS_TalkTopics: TalkTopics { core_en = "Core_Full"; core_ru = "Core_Degenerated"; core_cz = "Core_Degenerated"; }; class SpeechVariants { class Default { speechSingular[] = {"veh_officer"}; speechPlural[] = {"veh_officers"}; }; class EN : Default {}; }; I'm not entirely sure identityTypes[] = {"USMC_Glasses", "Head_USMC"}; is required, but I added it anyway. Share this post Link to post Share on other sites
takealready 1 Posted August 12, 2009 Well I had to dig up my fraps just to get some clerer screenshot (rather than using my cameraphone)..ANYWAY!! 1) I still can't get my soldiers to talk, even though I added that identityTypes[] = {"USMC_Glasses", "Head_USMC"}; to my config.cpp. 2) The hand signals are working just fine on my soldiers. 3) Like you said I still have these strange distortions with the forearms. I've noticed that it doesn't happen to anywhere else on the soldiers body. So that must mean BIS has done something to the forearms in there config. Distorted forearms With the forearms I have noticed that it'll happen randomly during while the soldiers are standing still or when you're healing them. Sorry about the low quality of my multicam soldiers (my soldiers aren't up to SJB standards :(), I never got around to making better looking models. Once BIS released there examples (for arma1) and I finally understood how to make my own soldiers. I went berzerk on my cinema 4D and just quickly merged my "addons" with the examples BIS released. So far everything else works just fine. The hand position for weapons, the hand singnals and the ability to jump over things when you press "v". Once again until BIS releases some examples, I'll just accept these quirks. Share this post Link to post Share on other sites
Binkowski 26 Posted August 16, 2009 With my US Army units that are WIP I have the same problem with the forearm distortion. We'll just have to wait and see when they release the Sample MLOD's which should have the proper sections etc. Share this post Link to post Share on other sites
takealready 1 Posted August 16, 2009 With my US Army units that are WIP I have the same problem with the forearm distortion. We'll just have to wait and see when they release the Sample MLOD's which should have the proper sections etc. :mad: yeah waiting is the worst part. I see that they have announced an expansion called operation arrow head. I thought the sample models would be released the same time as the new editing tools. :mad: I also noticed that when I do a fireman's carry , the animation doesn't look right. But when it gets to the part when I have the soldier on my shoulders, the solider is properly placed. Dragging a soldier works just fine, though from time to time the screen would shake (just like when you open a parachute after a HALO jump). Share this post Link to post Share on other sites
adogmc 0 Posted August 16, 2009 (edited) That come from the types of weapons or of animation because for the snipers there is no problem of distortion. Edited August 17, 2009 by ADOGMC Share this post Link to post Share on other sites
Game__On 10 Posted August 28, 2009 How can you see your own face in arma 2 ? My idiot character keeps turning his head away :o Share this post Link to post Share on other sites
takealready 1 Posted September 4, 2009 Norsu figured out how to do it at this thread. http://forums.bistudio.com/showthread.php?t=84536 I followed his directions and it has worked with my models. They no longer are distorted in any way. Share this post Link to post Share on other sites
marseille77 53 Posted February 26, 2010 (edited) 3) Like you said I still have these strange distortions with the forearms. I've noticed that it doesn't happen to anywhere else on the soldiers body. So that must mean BIS has done something to the forearms in there config. Distorted forearms With the forearms I have noticed that it'll happen randomly during while the soldiers are standing still or when you're healing them. Did you mean this, I have the the problem too and didn't found a solution. It's only the M5A5 gun animation that have this. ..and found out the MP5 gun has an extra entry see code: class MP5SD: Rifle { scope = 2; fireLightDuration = 0; fireLightIntensity = 0; dexterity = 1.75; model = "\ca\weapons\HKM5_SD6"; picture = "\CA\weapons\data\equip\W_HKM5_SD6_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; magazines[] = {"30Rnd_9x19_MP5SD"}; displayName = "$STR_DN_MP5SD"; drySound[] = {"Ca\sounds\Weapons\rifles\dry",0.00316228,1,10}; reloadMagazineSound[] = {"ca\sounds\weapons\rifles\reload-m16-3",0.0562341,1,25}; distanceZoomMin = 50; distanceZoomMax = 50; [b]handAnim[] = {"OFP2_ManSkeleton","\Ca\weapons\data\Anim\HKMP5.rtm"};[/b] value = 1000; initSpeed = 400; modes[] = {"Single","Burst","FullAuto"}; class Single: Mode_SemiAuto { begin1[] = {"ca\sounds\weapons\rifles\MP5_SD_single2",1.77828,1,300}; soundBegin[] = {"begin1",1}; reloadTime = 0.07; recoil = "recoil_single_primary_1outof10"; recoilProne = "recoil_single_primary_prone_1outof10"; dispersion = 0.003; minRange = 2; minRangeProbab = 0.25; midRange = 20; midRangeProbab = 0.7; maxRange = 50; maxRangeProbab = 0.05; }; class Burst: Mode_Burst { begin1[] = {"ca\sounds\weapons\rifles\MP5_SD_single2",1.77828,1,300}; soundBegin[] = {"begin1",1}; soundContinuous = 0; soundBurst = 0; reloadTime = 0.1; ffCount = 1; recoil = "recoil_auto_primary_1outof10"; recoilProne = "recoil_auto_primary_prone_1outof10"; dispersion = 0.003; minRange = 1; minRangeProbab = 0.3; midRange = 10; midRangeProbab = 0.7; maxRange = 20; maxRangeProbab = 0.05; }; class FullAuto: Mode_FullAuto { begin1[] = {"ca\sounds\weapons\rifles\MP5_SD_single2",1.77828,1,300}; soundBegin[] = {"begin1",1}; soundContinuous = 0; reloadTime = 0.1; ffCount = 1; recoil = "recoil_auto_primary_1outof10"; recoilProne = "recoil_auto_primary_prone_1outof10"; aiRateOfFire = 0.001; dispersion = 0.003; minRange = 0; minRangeProbab = 0.2; midRange = 7; midRangeProbab = 0.7; maxRange = 15; maxRangeProbab = 0.05; }; class Library { libTextDesc = "$STR_LIB_MP5SD"; }; descriptionShort = "$STR_DSS_MP5SD"; }; Language You can also write this in the config languages[] = {"EN"}; identityTypes[] = {"GermanHead", "Head_CIV", "Civ_Glasses", "[b]Language_EN[/b]"}; genericNames = "GermanMen"; languages[] = //here you can choose "EN", "CZ", "RU" identityTypes[] = here also and female speech Language_EN, Language_RU, Language_CZ or Language_w_RU, Language_w_CZ genericNames =The people have names from their country (here German names like Peter Müller, it's a feature of BWMod) Edited February 26, 2010 by Marseille77 Share this post Link to post Share on other sites