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superrat

MIG21 problem model issue

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Hi i am making couple skins of mig21 this is lobo's from ofp and arma1

my first two skins these are seprete pbo's work fine this is model issue but when i did pakistani mig21 gear wont go up (shadow wont work i did fix that issue but in game plane wont move so i gave up for now on this issue) my main problem is of model gear and rudder

FEW POINTERS IN RIGHT DIRECTION WOULD BE GOOD TO SOLVE THIS ISSUE

th_arma22010-04-2618-28-02-59.jpg

th_arma22010-04-2618-28-23-29.jpg

th_arma22010-04-2618-28-18-20.jpg

th_arma22010-04-2618-29-07-95.jpg

class CfgSkeletons 
{
class MiG_skel
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {	"fold_gear_F", "", 
						"roll_wheel_F", "fold_gear_F", 
						"fold_gear_R", "", 
						"roll_wheel_R", "fold_gear_R", 
						"fold_gear_L", "", 
						"roll_wheel_L", "fold_gear_L", 
						"gear_door_F", "", 
						"gear_door_R", "", 
						"gear_door_L", "", 
						"aileron_L", "", 
						"aileron_R", "", 
						"flap_L", "", 
						"flap_R", "", 
						"elev_R", "", 
						"elev_L", "", 
						"rudder", ""
	};
};
};
class CfgModels 
{
class Default 
{
	sectionsInherit = "";
	sections[] = { };
};
class migPAK1 : Default
{
	sections[] = {""};
	skeletonName = "MiG_skel";
	class Animations 
	{
		class roll_wheel_F 
		{
			type = "rotationX";
			memory = 1;
			sourceAddress = "loop";
			source = "wheel";
			selection = "roll_wheel_F";
			axis = "";
			minValue = 0;
			maxValue = 1;
			angle0 = 0;
			angle1 = "rad -360";
		};
		class roll_wheel_R : roll_wheel_F
		{
			selection = "roll_wheel_R";
		};
		class roll_wheel_L : roll_wheel_F
		{
			selection = "roll_wheel_L";
		};
		class fold_gear_F 
		{
			type = "rotation";
			memory = 1;
			sourceAddress = "clamp";
			source = "gear";
			selection = "fold_gear_F";
			axis = "axis_fold_gear_F";
			minValue = 0;
			maxValue = 0.700000;
			angle0 = 0;
			angle1 = "rad -110";
		};
		class fold_gear_R : fold_gear_F
		{
			selection = "fold_gear_R";
			axis = "axis_fold_gear_R";
			angle0 = 0;
			angle1 = "rad -90";
		};
		class fold_gear_L : fold_gear_F
		{
			selection = "fold_gear_L";
			axis = "axis_fold_gear_L";
			angle0 = 0;
			angle1 = "rad +90";
		};
		class gear_door_F 
		{
			type = "rotation";
			memory = 1;
			sourceAddress = "clamp";
			source = "gear";
			selection = "gear_door_F";
			axis = "axis_gear_door_F";
			minValue = 0.500000;
			maxValue = 1;
			angle0 = 0;
			angle1 = "rad -90";
		};
		class gear_door_R : gear_door_F
		{
			selection = "gear_door_R";
			axis = "axis_gear_door_R";
			angle0 = 0;
			angle1 = "rad +89";
		};
		class gear_door_L : gear_door_F
		{
			selection = "gear_door_L";
			axis = "axis_gear_door_L";
			angle0 = 0;
			angle1 = "rad -89";
		};
		class aileron_L 
		{
			memory = 1;
			type = "rotation";
			sourceAddress = "clamp";
			source = "aileron";
			selection = "aileron_L";
			axis = "axis_aileron_L";
			minValue = -1;
			maxValue = 1;
			angle0 = "rad -30";
			angle1 = "rad +30";
		};
		class aileron_R : aileron_L
		{
			selection = "aileron_R";
			axis = "axis_aileron_R";
		};
		class flap_L 
		{
			memory = 1;
			type = "rotation";
			sourceAddress = "clamp";
			source = "flap";
			selection = "flap_L";
			axis = "axis_flap_L";
			minValue = -1;
			maxValue = 1;
			angle0 = "rad -20";
			angle1 = "rad +20";
		};
		class flap_R : flap_L
		{
			selection = "flap_R";
			axis = "axis_flap_R";
			angle0 = "rad +20";
			angle1 = "rad -20";
		};
		class elev_L 
		{
			memory = 1;
			type = "rotation";
			sourceAddress = "clamp";
			source = "elevator";
			selection = "elev_L";
			axis = "axis_elev_L";
			minValue = -1;
			maxValue = 1;
			angle0 = "rad +20";
			angle1 = "rad -20";
		};
		class elev_R : elev_L
		{
			selection = "elev_R";
			axis = "axis_elev_R";
		};
		class rudder 
		{
			memory = 1;
			type = "rotation";
			sourceAddress = "clamp";
			source = "rudder";
			selection = "rudder";
			axis = "axis_rudder";
			minValue = -1;
			maxValue = 1;
			angle0 = "rad +20";
			angle1 = "rad -20";
		};
	};
};

Edited by SuperRat

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In place of:

class CfgModels 
{
   class Default 
   {
       sectionsInherit = "";
       sections[] = { };
   };
   class migPAK1 : Default 
   {

Try:

class CfgModels 
{
   class Default 
   {
       sectionsInherit = "";
       sections[] = { };
   };
   class migPAK1
   {
   sectionsInherit = "";

Also, is "migPAK1" the correct name for the model?

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thanks franze what happend i had one spacing on model name that why it didnt work thanks for help

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I got another quest. why does veh\plane sinks into ground when is destroyed

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Could be a geometry mass issue, possibly a config issue. If it's unbalanced it might be following some odd behavior with the land contact points.

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SuperRat: nice WIP. Planning to do a Croatian cammo, too? Maybe add one more for Molatia (I can supply it)? ;)

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I got another quest. why does veh\plane sinks into ground when is destroyed

Its a feature of the new engine. The original model sinks into the gorund and is replaced on the surface by the wreck model. This is controlled by the destrType command in the cfgvehicles.

destrType = "DestructWreck";

If you dont want to make a wreck model place this in the config:

destrType = "Destructengine";

It will just now work just like the ArmA1 system.

Edited by RKSL-Rock

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Iceman i was planing on croation camo also couple middle eastnern countries CDF airforce some in aisia like pakistan maybe china they and pak have bis21 copies send me your skin for molatia PM me

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just started on textures got a lot things to work {plane is playble, need to get rvmats done and some small issues}i know a lot people had issue with drunken pilot when autopilot is on whats the cause of that is there solution to that and i am clules when it comes to ILS on hud can somebody shed some light on that thx's

superrat WIP th_arma22010-05-0115-09-04-29.jpg

th_arma22010-05-0115-09-25-07.jpg

th_arma22010-05-0115-11-09-40.jpg

couple skins of middle eastern countries asian and ill do croation skin too

Edited by SuperRat

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envelope[]=

aileronSensitivity =

landingSpeed =

all play a part, along with the most significant being weight distribution in the GEOMETRY LOD.

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just started on textures got a lot things to work {plane is playble, need to get rvmats done and some small issues}i know a lot people had issue with drunken pilot when autopilot is on whats the cause of that is there solution to that and i am clules when it comes to ILS on hud can somebody shed some light on that thx's

superrat WIP couple skins of middle eastern countries asian and ill do croation skin too

Drunken pilots is now fixed in the latest beta.

Been a long time since I saw that Mig was the one the first things I converted from OFP1 and I know how much work is need to bring it up to Arma2 :)

You'll notice the cfg was a total rework from the OFP one as I basically used Footmunch's F16 for arma1 as a template, I thought I had binarized these addons, oh well.

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drunken pilot syndrome fixed reduced landing speed heheh

eble are u talking about prac's mig's 21 those are binarized this is not from those

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Nah I did the LOBO jets for Arma1, helped out where I could etc, hence why the Mig21 uses Footmunch's naming for animation sections.

They only way I knew how to get things working to use the F16 config as a template, which meant renaming everything on the models to match the cfg.

The mig also uses arma HUD information so you will need to update that to Arma2 etc, I think I put all the memoory points in place, but I might not have etc.

It's a nice little jet to work on, make for good practice :)

Edited by Eble

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th_arma22010-05-0213-10-13-51.jpgth_arma22010-05-0213-06-24-18.jpg

there is 2 textures that i am fisnishing up right now syrian and pakistani chinese mig21 copy

yep, eble its lobo's mig21 whenever this thing is finished i'll need his permission or yours i guess since you got it to arma1 from ofp i also promised ICE for his ISLA DULA island faction one mig21 {HUD i never got my fingers into that but ill figure it eventrully this moddling is like a disease spreads cant stop it}

THAK'S TO EVERYBODY THAT HELPED ME FIGURING OUT SOME OF THESE ISSUES

COULDNT DONE IT WITHOUT GRACIUS PEOPLE IN THIS COMMUNITY EVEN THOUGH WE ARE WAGING SIMULATED {game} WARS HEHEH

Edited by SuperRat

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here is more WIP's finished 4 camos i am having problem getting numbers on side of plane in selection { cant save to paa format my own creation number or something that i saved and resized it said format wrong something like that can somebody help me tried with TGA format it wont load them it migth be my photoshop went crazy on me lol HELP please thanks in advance} ICEMAN i am working on your faction mig next

th_arma22010-05-0717-55-03-97.jpgth_arma22010-05-0717-57-53-90.jpgth_arma22010-05-0717-59-37-70.jpg

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Can't wait :) if you need help you can send me PSD/PAA file.

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Hi plea again i am trying to finish this bird so i can breathe ehheh could anybody help me or direct me to solution regarding HUD i know config part of it spent much of day looking around diffrent MLOD how's done

th_arma22010-05-0817-47-31-58.jpgth_arma22010-05-0817-47-47-82.jpgth_arma22010-05-0818-02-46-52.jpgICE i am starting to work on yours i did one with camo with small camo pattern kinda looked like it belonged to clown ill show you when is done

GNAT thanks bro with NUMBERS worked fine

Edited by SuperRat

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figured out how do get mig21 HUD working i'll be bit till i get that done 20 projects moving bit by bit CAN ANYONE TELL ME ABOUT PROXIES LIKE PILOT PROXY BMP2GUNNEROUT PROXY.p3d in which pbo is that or is that rtm files i ported M80 yougoslavian sort of copy of bmp from OFP

th_arma22010-05-1517-37-51-24.jpgth_arma22010-05-1517-41-10-27.jpg EARLY WIP haven't touched skin yet

also i just got zpu4 from OFP same issue gunner proxy.p3d th_arma22010-05-1521-51-55-24.jpg

FIXED PROXY ISSUE:th_arma22010-05-1609-44-53-79.jpg SKIN needs deep rubin to get it better only issue left is shadow is not next to zpu4 when i walk around it move dont hava clue i am thinking it got something to do with camera

Edited by SuperRat

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i am finish up M80a AA is there way to get AA rocket into a missle box tried proxy kinda putting it into missle box off courese it wont move with the box is there other way having it be a part of missle box or i have to rebuild missle box on top of vehicle with missle proxy in it the reason when you fire missle it wont come out of missle box it come out of radar

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th_arma22010-05-2018-55-20-46.jpg

Edited by SuperRat
never mind figured it out

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th_arma22010-05-2318-20-54-23.jpgth_arma22010-05-2318-21-15-93.jpgth_arma22010-05-2318-19-59-88.jpg Hi i got one very important quest. please help me this is bugging hell out me in OXYGEN like that m113 from arma1 i got dshkm on it can i earase texture paths like in (mass texture renamig) of M2 because 1st view when i am int its m2 texture instead of dskhm same thing with that zpu4 i got tires from landrover because original from OFP had shadow bug in them ITs only when i am in vehicle's [ other picture is flak got couple diff ported from OFP still WIP] thanks in advance

Srat

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What exactly is the problem? I apologize, but it IS kind of hard to understand.

Is your problem texture flickering?

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how to delete texture path in model IN OXYGEN

shoud've taken a deeper breath in upper posting hehe

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