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Dressi

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Everything posted by Dressi

  1. Hello i have tried to make a custom backpack shaped like a belt. but I have problems getting it to snap on the character can somebody please help me with finding the issue :) here is my Config: class CfgPatches { class Mafia_belt { units[]={}; weapons[]={}; requiredVersion = 1.000000; requiredAddons[]={A3Data,A3_Characters_f,A3_Weapons_f,A3_Sounds_f}; }; }; class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class A3ManBase; class USBasicBag; ////////////////////////////BAGS///////////////////////////////// class Mafia_belt: USBasicBag { scope = 2; displayName = "Mafia belt"; model = "\Mafia_belt\Mafia_belt.p3d"; picture = "\Mafia_belt\Icons\Mafia_belt.paa"; icon = "\Mafia_belt\Icons\Mafia_belt.paa"; transportMaxMagazines = 8; transportMaxWeapons = 0; }; }; Here is my model.cfg: class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide", }; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "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" }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "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", //Left upper side "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", //Right upper side "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", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel=""; }; class WomanSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", "jaw","head", "chin","head", "jaw_rm","head", "jaw_lm","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_rt","head", "cheek_r","head", "cheek_l","head", "eyebrow_lm","head", "corr","head", "eyebrow_rm","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_lf","head", "forehead_m","head", "l_eye","head", "r_eye","head", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftInHandRing","LeftHand", "LeftHandRing1","LeftInHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftInHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightInHandRing","RightHand", "RightHandRing1","RightInHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightInHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel=""; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Head: Default { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class ArmaMan : Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "clan","clan_sign","Camo","CamoB" }; skeletonName = "OFP2_ManSkeleton"; }; class Mafia_belt: ArmaMan {}; class ArmaWoman:Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "clan","clan_sign","Camo","CamoB" }; skeletonName = "WomanSkeleton"; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Flag: Default { sections[] = {"latka"}; }; class flag_auto: Flag {}; class flag_alone: Flag {}; }; Here is a GIF of my Arma 3 Object Builder: https://gyazo.com/1837adc7a38ebcf11d3b8edc5fd61a2d And here is a picture of the error ingame: https://gyazo.com/2351dfa700c03a93bc0c70c868335374 I have used this guide to create the config, model and things in object builder: https://forums.bohemia.net/forums/topic/101276-custom-backpack-tutorial-by-stalkergb/
  2. Hello i want to make a belt ingame, it need to work like a backpack. my problem is, i dont know what i need to do with the 3d model when it is in the object builder, can someone help? https://gyazo.com/8fb681cbe9203d10eef75a27a6a3d3c5 and i need help to make a config file too, i have found an example but i need to be sure if it is okay, and how i can change the size of the backpack. i am playing on an rp server where we can click y and see every think in a virtual inventory Here is the example: in the top of the invetory can i see an number showing how much space there is in the backpack example 104, i am looking for a way to make my backpack so big that the number is showing 152 example: https://gyazo.com/f8f4d37ac0baec6dbd1875c1aedadde1 i hope somebody can understand my problem and maybe help :)
  3. I still need help my object is ingame, but when i take it on, it is attacet to the ground, can someone help me get it perfect attachet to the body. i think i have to make a model.cfg but i am not so sure. right now i am using this model, that i have found and changed a little bit in:
  4. for some reason theres is no template for backpacks in arma 3 samples but i have a friend who gave me an good idea, he said that i can find a uniform in arma's own files. but i hink i need to make memory and all that kind of stuff inside object builder but i dont know how?
  5. Hello i have some problems with my pboproject that cant make the pbo because it cant make the texture headers file here is the error: My folder: https://gyazo.com/75123aa946faed9e2cc8972951145adf My config file: My P3D file: https://gyazo.com/32f480a505a077d7c4f763386979e02f I hope somebody can help me
  6. now it is ingame but it is too big and it is not attachet to the players body https://gyazo.com/ca554a04340b3fef1172c1c773c9f056 @Dedmen
  7. @Dedmen can i somehow give you some points on the forum as thanks for your time? :)
  8. Thanks for all the help it worked now i changed all the "æ" icons and i found an fail inside config file, i had typed model \DJGigaGaming\Dj_belt.p3d but i meant model \DJGigaGaming\Belt\Dj_belt.p3d so i dont know it it was changing the "æ" or fixing the config file who fixed my error but the pbo is packed perfect now so thanks again @Dedmen
  9. i can try to change the name then :)
  10. This is so annoying now i changed it like you said and updated it in ob but still same error but now very close to wanted limit https://gyazo.com/31b7245c6333292c3e90f8a919ec5c27 https://gyazo.com/56e0940851270db0f619d0b5c97e5eeb @Dedmen
  11. @Dedmen ooh sry for not have seen that so you are saying that i need to add _co behind the originale name on my png file first? and then convert it to paa
  12. @Dedmen okay i will try that but can you maybe help me on my other post, because i want to get it ingame first to test it :) :)
  13. @Dedmen but i can see that it changed the current limit so i think that is good :)
  14. Now the paa file is 1024x1024 but same error still https://gyazo.com/6d634f0bb85c95a83d0159021e63b186 https://gyazo.com/a05db60c5135ce320c7dcfa9be3fa4d2
  15. so i have to change the png file and then change it too paa with texview?
  16. Now have i changed it so its not showing p\ but it still dosent work now igen at the same error and one new. my image size is 1031x1024 @Dedmen
  17. Have you looked at my links? in my p3d file can you see that i have removed the p\ so i cant see the problem :) @Dedmen
  18. still not working now i got another error: https://gyazo.com/8dabdda9a08e5d4e7566ad91ec77e56a
  19. Hello guys yesterday i restarted my pc completely, and now my buldozer crashes every time i try to open it. it worked fine before i restarted. here is some pictures of my error :) i hope you guys can help https://gyazo.com/1f8202748bbf11914bbef645101007c7 https://gyazo.com/e79384429909002cb96483c2eaa882c5 here is my external viewer: P:\buldozer_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
  20. omg i am so fucking happy right now xD, its working now i tried to build it with the pbo project and it worked, all my other attempes was with binpbo personal edition. so i think the problem was with the pbo packer
  21. Hello guys i need help with making a config file to my mailbox, i have made a texture and a model the only thing i need now is the config file, and i am lost xD. here is my config file right now, i cant see my object ingame so i think i have done something wrong can someone help :). class CfgPatches { class lemondragon_static { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class postkasse : Static { scope = 2; model = "\DJGigaGaming\Postkasse\objects\postkasse.p3d"; displayName = "DJGG_Postkasse"; faction = "Empty"; vehicleClass = "Small_items"; }; };
  22. it still says cannot open object ...
  23. @UK_Apollo hello again it still doesent work you can see my lods here: https://gyazo.com/dea089140c0ef4708bba5e3df8bf6c43 https://gyazo.com/1c94050c15421abb8db9c8ead214ce46 it is the same ingame i can still not see the object
  24. how can i do all that i mean the things with lod, can i do it in object builder?
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