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JBâ„¢

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Everything posted by JBâ„¢

  1. JBâ„¢

    Black Terrain Texture

    Now thats the community spirit I have come to love
  2. JBâ„¢

    BISoldier Model Tutorial

    I have tried and tested 1001 different ways mate, I have ensured everything is correct as far as I know, I have used different peoples configs and even models which work fine in their own right- just not with the BISoldier model. I just wanted to ensure MY config was good before I waste anymore time trying to get this to work. Thanks for the advice anyway my friend. regarding th cats eyes. Unfortunately the BISoldier doesn't have any cats eyes modeled on (does this surprise you). So, you will have to add them yourself. Its just a couple of square faces. The texture used is ca\characters\data\us_soldier_equipacu_co.paa and the material used is ca\characters\data\us_helmet_reflections.rvmat
  3. JBâ„¢

    BISoldier Model Tutorial

    well, a little update.. Even using synides models didnt work. Ive tried every possible variation of config etc and im losing myself now and going around in circles The weird thing is I can change the path of my model in teh config from bimodel\bisodier\bisoldier.p3d to any unit within the ca\characters folder and it worked fine, reflections, wounds, the lot. I just cant get the BISoldier model working. I thought maybe for some unknown reason the wounds would only work with models that were contained in the ca\characters folder but I see that the SFF_recce troops have their unit .p3d`s in their own folder so I took one of them and replaced my BISoldier model with the SFF recce one - That didn't work either. The model shows in game fine except for wounds. Can someone check my config, I have tried so many variations I have lost track of all that I have done. Maybe someone can see some really obvious mistakes. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class BISoldier { units[]={"BISoldier"}; weapons[]={}; requiredVersion = 1.000000; requiredAddons[]={}; }; }; class CfgVehicleClasses { class BISoldier { displayName="BISoldier"; }; }; class CfgSkeletons { class Default; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] ={"neck","","neck1","neck","head","neck1","lBrow","head","mBrow","head","rBrow","head","lMouth","head","mMouth","head","rMouth","head","eyelids","head","LLip","head"}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = "Head"; skeletonBones[] = {"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","", "RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""}; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = {"stozar","","vlajka",""}; }; }; class CfgMovesMaleSdr; class BI_PeopleMoves : CfgMovesMaleSdr { skeletonName = "OFP2_ManSkeleton"; 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}; }; class CfgModels { class Default; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { skeletonName = "Head"; sections[] = {"swap_hhl","hide_eyewear"}; sectionsInherit=""; }; class BISoldier: Default { skeletonName = "OFP2_ManSkeleton"; sectionsInherit="Head"; sections[] = {"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","", "RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""}; }; class OFP2_ManSkeleton: BISoldier{}; }; class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class CAManBase; class SoldierWB; class BISoldier: SoldierWB { vehicleClass = "BISoldier"; displayName = "BISoldier"; model = "\bimodels\bisoldier\BISoldier.p3d"; scope = 2; nightVision = 1; camouflage = 0.600000; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {"M16","NVGoggles","Binocular","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"}; respawnweapons[] = {"M4AIM","NVGoggles","Binocular","Throw","Put"}; respawnmagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed","SmokeShell"}; class Wounds { tex[] = {}; mat[] = { "ca\characters\data\us_hhl.rvmat","ca\characters\data\us_hhl_wound1.rvmat","ca\characters\data\us_hhl_wound2.rvmat","ca\characters\data\us_soldier_body.rvmat","ca\characters\data\us_soldier_body_wound1.rvmat","ca\characters\data\us_soldier_body_wound2.rvmat"}; }; }; I am wasting far more time than I need to on this and could do with sorting is soon. As always any help is appreciated
  4. fantastic work - as always DS
  5. That sounds like a good option, keeps everyone happy
  6. JBâ„¢

    BISoldier Model Tutorial

    thanks mate, I already have all that in my config, all with the correct .rvmats corresponding to my soldierwb model. I also ahave them in the correct order as I believe that is also important. ravenDK has been quite helpful and has also allowed my to look at and use extracts of thier latest recce units which have wroking wounds.Unfortunately this is not even working. I have a very strong feeling the problems lies with the BISoldier model than anything else. I have linlked the .rvmats to the ca\characters\data folder and to my own bisoldier\data folder and it just doesnt work - or at least I cant get it to work. I am now testing with one of synides models as there seems to be quite a bit missing from the bisoldier model compared to synides. I noticed things like the cats eyes on the helmet were not working. When I looked at the BISoldier model the cats eyes dont have the reflective material and texture assigned to them. God knows what else is not deifned as it should be so maybe this is where the problem lies. As it stands, if I have no joy soon I will probably speak to synide and see if I can use one of his ripped models and base a tutorial on that. I quickly added one of the units from his FTP to my BISoldier  folder last night and renamed it to suit and it works like a charm with cats eyes working etc. I havnt had chance to amend the wound texture paths yet but I will do that tonight when I get home. Hopefully if it works people will be happy to wait a day or two for a new tutorial for a model that fully works
  7. JBâ„¢

    BISoldier Model Tutorial

    thanks wika-woo.. Give the tutorial a try - it should only take you around 30 - 45 mins tops to do it if that.
  8. JBâ„¢

    BISoldier Model Tutorial

    OK, not had much ime until today to do anything else with this BUT I have spent teh last few hours trying and still no joy. I have taken on boards all the advice so far and applid them to the model/mat/tex/config. Unfortunalte I still have no luck. I have opened community made models that have working wound textures and they appear no different. What I have done so far: checked all text cases are the same (i.e capitals) as CameronMcDonald suggested. Placed all files relating to the .rvmats within my BISolder folder and changes paths in the .rvmat as USSR Sniper suggestet (I found this not to be neccesary as other community made units link to the ca\characters\data folder) The soldierer had errors asking for .rvmats that were not present in the original BISoldier.zip file so I got them and the related files, placed them in my BISoldier model folder and changed paths. I even just linked all .rvmats straight to the ca\characters\data folder as others had done but still no luck. I dont know what else to try? I also noticed that that working cats eyes were not present on the model, could this be a linked problem or separate. Would it matter if I was using a config.cpp or config.bin ? I did discover that once you had opened BI .rvmats with eliteness and saved once you can them open with the MatEditor as normal with no errors. *EDIT* I have even just resorted to taking a community made unit with working wound textures and placed it in my BISoldier folder, renamed to BISolder.p3d and amended the .cpp file so that the wound paths are exactly the same as the community made .cpp guess what? - it still doesn't work I'm pretty sure its an error on my part but I havnt got a clue as to what it is.
  9. JBâ„¢

    My First Attempt on Retex

    looking good so far
  10. JBâ„¢

    BISoldier Model Tutorial

    Thanks aimpoint I`ll give that a go
  11. JBâ„¢

    BISoldier Model Tutorial

    lol, thanks - thats actually what i`m working on at the minute mate. I`m still figuring how to rap the files together without errors
  12. JBâ„¢

    BISoldier Model Tutorial

    Sounds like a great idea but, I already tried that The MatEditor will not open the two wound .rvmat files associated with the BISoldier model
  13. JBâ„¢

    BIS MODEL INTO GAME

    I literally just posted a tutorial HERE Maybe it will be of some use to you
  14. JBâ„¢

    SASMOD:

    After many requests on other sites for us to show some of our projects, we have decided to show some images of our early work. These are still very much work in progress and are subject to substantial change but we thought it was about time we got some images out to the public. The images are only basic renders in Maya I have just started learning how to use it, you will notice also that the images are reverse, and technical hitch after importing from O2. Here are a few weapons we are planning on releasing. G36 - very early O2 shot WIP_G36.jpg M82 - render, model donated to my UKSP project by Sniper_skull WIP_M82.jpg WIP_M82_1.jpg WIP_M82_2.jpg WIP_M82_3.jpg L96 Model PM Sniper Rifle WIP_L96.jpg WIP_L96_2.jpg WIP_L96_3.jpg WIP_L96_4.jpg CWS/KITE Night Sight WIP_CWS.jpg WIP_CWS_2.jpg WIP_CWS_3.jpg The next few sets of images are going to raise some eyebrows as to the feasibility of having the m in a Special Forces project so I will explain FV432 APC This is going to be a static model to be used on our planned Copehill Down FIBUA village. The real village has a FV432 with MG turret as a target on a Molotov cocktail target range; I also have a 432 model with MG turret that I will be using. Please note this model is an old model that I was making when working at UKF, so there are still parts of it that I recognise as UKF property (GPMG and road wheels) WIP_432.jpg WIP_432_2.jpg WIP_432_3.jpg Cobra/Longline Light Strike Vehicle This is a project that I have a very personal interest in, the LSV was never used in actual combat ops by the SAS, but was deployed and trailed in Gulf War 1. I have collected allot of info form many sources on this and although not an accurate portrayal of what today’s UKSF are using, I think this could add some fun factor to the MOD. UKSF currently have similar vehicles on trial to cope with the harsh terrain of Afghanistan and Iraq so, the project may not be as unrealistic as first thought. This model is actually the second version, the first was too low poly and I personally thought that ArmA could cope with a higher poly model so I am completely remaking it. WIP_LSV.jpg WIP_LSV_1.jpg WIP_LSV_2.jpg WIP_LSV_3.jpg Hope you like what I have been working on so far, now we have a professional modeller on the team I am hoping updates will not be as long in coming in future.
  15. JBâ„¢

    SASMOD:

    Messiah, da12thMonkey thanks for those links lads, Ive scoured the t`internet for reference but missed these completely. Cheers
  16. JBâ„¢

    SASMOD:

    lol getting reference for the bulldog hasn't been good at all for any version mate. As you know its all about the preparation so I am gathering what I can. Cant find much on the ECM equipment at all but thats to be expected I suppose. I was also gathering reference on the new supacat MWMIK but gave it up as a bad job for the minute
  17. JBâ„¢

    SASMOD:

    Update on SASMOD.. Over the last few months I have thought heavily about opening up the wide spectrum of possible projects that I would like to create in ArmA. I greatly enjoyed SASMOD, the work and especially the small band of (weird) follower's but I feel there are things I would like to create that would not entirely fit under the SASMOD banner and therefore would be deemed as a waste of critical modeling time. I also feel that I lost alot of potential team members due to the fact that not all who applied were willing to be 100% dedicated to creating SAS related addons. Many just wanted general modeling work and I couldn't give them it. So, after some careful thought I have decided to gather all my past projects and put them under one umbrella. I have not stopped working on any projects so don't worry if their was something you were looking forward to seeing released, I am simply changing the name that the projects fall under. Whilst looking for a way to render a particular model I was working on I came across the term Ambient Occlusion... "Ambient occlusion, a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion." Ambient Occlusion Studios is born. I am now in the process of re-working an old project from UKF days and updating it in blender. My old unfinished FV432 Trojan will have a face lift and should hit the streets as a FV432 mkIII bulldog. The Accuracy International L96 Sniper Rifle from my UK Sniper Project will also get completely re-worked so too will many other little things I have been working on over the last few years. I am also in the process of creating content for an upcoming terrain project based on a real world location, one of two terrain projects I have in the pipeline. All in all I think its a wise move and should be future proof (and JB proof, as I change my mind more than my socks ) You can visit the Ambient Occlusion Studios website HERE. You can also show your support by registering on the forums and letting me know you thoughts. I will make an announcement and start a new thread for AOS related chat shortly Thanks to all who made the SASMOD forums a great place to be, for all your support, encouragement and offers of help. Hopefully I will see you on the AOS forums.. regards JBâ„¢ *EDIT* I would also quickly like to extend my thanks to Armaholic who are kindly hosting my site
  18. JBâ„¢

    CVR(T) Scimitar

    Nice work, look forward to seeing it completed
  19. JBâ„¢

    UN Vehicles. By Plasman

    I thought so mate , It looked too much like UK chobham armour from a warrior and you even used UK markings ( 31[] ) which look like they come from a UK vehicle. I was a warrior gunner/commander in Bosnia `93 under the UN so I have a few pics with the same markings on them. nice work all the same mate WD!
  20. JBâ„¢

    UN Vehicles. By Plasman

    Do you have any real life pics of an M113 with that type of armour on? Nice to see a `white` UN vehicle that isn't all nice and clean for a change.
  21. JBâ„¢

    Arma has stopped working

    When I got my new system Vista had just been released and all were raving about it, I had it for about a day before I formated and installed my old XPSP2. I have no experience of this but from what I have read about ArmA and Vista on this forum its a no go im afraid mate If you want to keep Vista try the dual boot option and have XP and Vista on one system.
  22. Heres a closer look at the TRF http://www.military-badges.co.uk/Army%20TRF/TRF%20RAMC.jpg you will need to photoshop the name out it should be OK. Heres a pic of the colours (taken from from wikipedia) http://upload.wikimedia.org/wikipedia/en/c/cc/Corpsflag.jpg This is the correct way up with the dull cherry colour the top (as per their stable belt) This badge is worn by all RAMC as a Tactical Recognition Flash which ALL units of the Army will wear (not just members of 16AAB). The thing that makes 16CSMR stand out is the maroon beret on completion of AA P coy
  23. JBâ„¢

    Basic questions

    Glad you got that bit sorted Tank
  24. JBâ„¢

    Basic questions

    Im at work atm and havnt used O2 for so long that I cant remember the exact dialogue off the top of my head but, im pretty sure the textures only show in the texture panel after they have been applied to a face in O2. to apply a texture press `A` key, drag a box over the face and right click> load texture (?) press `B` to apply the texture. The texture should then show in the texture library window (providing you have click the `prev` tab under the window) tutorials are plastered all over thuis board as many people are obviously asking for them. The most popular is probably this: http://ofp.gamepark.cz/_hosted/brsseb/ A quick read through the crate tute will probably answer your question Tank
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