Relektor
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I imported new 3D suit model and make simple texture, but there is a problem...
Relektor posted a topic in ARMA 3 - MODELLING - (O2)
I guess there is some troubles with materials, when suit is under light of sun, it gets much brighter. How to make it less brighter under sun or completely disable it. -
I did every step, but it still didn't work
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Hm.. Can u tell me how to correct name selections to the model? May be I did something wrong. And I didn't find this model anywhere around the character.
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Relektor started following From Object bilder to Arma 3
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I imported the model in Object Builder. Adjusted it to the size and exported it to p3d. I did config.cpp and model. cfg, but the model is not displayed in the game. config.cpp : class CfgPatches { class Helmet { author = "X"; requiredAddons[] = { "A3_Data_F", "A3_Weapons_F", "A3_Characters_F", "SWLW_main", "SWLW_clones", "SWLB_equipment", "SWLB_main", "SWLB_groundholders", "A3_Characters_F_Proxies" }; requiredVersion = 0.1; units[] = { }; weapons[] = { "Clone_Helmet_Test" }; }; }; class CfgWeapons { class InventoryItem_Base_F; class ItemCore; class HeadgearItem; class UniformItem; class VestItem; class U_I_CombatUniform; class H_HelmetO_ViperSP_hex_F; class V_PlateCarrier1_rgr; class NVGoggles; class Clone_Helmet_Test : H_HelmetO_ViperSP_hex_F { author = "X"; displayName = "Clone trooper Moriarty"; hiddenSelections[] = { "camo1" }; hiddenSelectionsTextures[] = { "Helmet\data\HelmetP1_co.paa" }; model = "\Helmet\Clone_Helmet_Test.p3d"; subItems[] = {}; class ItemInfo : HeadgearItem { mass = 10; model = "\Helmet\Clone_Helmet_Test.p3d"; hiddenSelections[] = { "camo1" }; allowedSlots[] = { 801,901,701,605 }; modelSides[] = { 6 }; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; }; class CfgVehicles { }; class cfgMods { author = "X"; }; model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; 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", // New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", // 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="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan: Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","illum","rank","biceps","personality","hl", "injury_head", "insignia", "ghillie_hide", "accumulator", "main" }; skeletonName = "OFP2_ManSkeleton"; }; class Clone_Helmet_Test: ArmaMan { sections[]= { "camo1", }; }; }; RVMAT class stageTI { texture="#(rgb,8,8,3)color(0,0,0,0)"; } ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.059000127,0.059000127,0.059000127,1}; specularPower=10.0; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="Helmet\data\HelmetP1_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.0,0.0,0.0}; pos[]={0.0,0.0,0.0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.0,0.0,0.0}; pos[]={0.0,0.0,0.0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(1,1,1,0.0,MC)"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.0,0.0,0.0}; pos[]={0.0,0.0,0.0}; }; }; class Stage4 { texture="Helmet\data\HelmetP1_as.paa"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.0,0.0,0.0}; pos[]={0.0,0.0,0.0}; }; }; class Stage5 { texture="Helmet\data\HelmetP1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.0,0.0,0.0}; pos[]={0.0,0.0,0.0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.4,0.1)"; uvSource="none"; }; class Stage7 { texture="Helmet\data\HelmetP1_co.paa"; uvSource="none"; };