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Pantiflex

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  1. Pantiflex

    ArmA Photography I - No images over 100kb.

    Avro Vulcan by CheyenneAh56
  2. Pantiflex

    BIS MODEL INTO GAME

    At last the BIsoldier model has worked properly in the game. Thanks to all for the help, especially ADOGMC for the sample of a config. My current config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches {       class test_soldat       {             units[]={"test_soldat"};             weapons[]={};             requiredVersion = 1.05;             requiredAddons[]={};       }; }; class CfgVehicleClasses {       class test_soldat       {              displayName="test_soldat";       }; }; //=============================== 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 test_BISkeleton       {              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 test_PeopleMoves : CfgMovesMaleSdr {       skeletonName = "test_BISkeleton";       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 test_soldat: Default       {              skeletonName = "test_BISkeleton";              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 test_BISkeleton: test_soldat{}; }; //=============================== class CfgVehicles {       class Land;       class Man: Land       {              class ViewPilot;       };       class CAManBase;       class SoldierWB;       class test_soldat: SoldierWB       {              model="\bimodels\BIsoldier.p3d";              moves="test_PeopleMoves";              accuracy=5;              displayName= "Rifleman 1";              nameSound = "specNas";              picture = "\Ca\characters\data\Ico\i_SF_CA.paa";              Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";              weapons[] = {AK74,"Throw","Put",};              magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","HandGrenade","HandGrenade"};              camouflage=0.5;              vehicleClass = "test_soldat";              threat[] = {1, 0.1, 0.1};              class Wounds{                    tex[]={};                    mat[] = {"bimodels\bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_body.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat","bimodels\bisoldier\data\us_soldier_equip.rvmat","bimodels\bisoldier\data\us_hhl.rvmat"};                    };        }; };
  3. Pantiflex

    BIS MODEL INTO GAME

    So, is it necessary to use "model.cfg" that the standard model of the soldier (without any modifications of skeleton) function properly in game?
  4. Pantiflex

    BIS MODEL INTO GAME

    Q, Synide Thanks for the help, but unfortunately nothing has helped. By the way, other standard models of soldiers (for ex. "res_soldier_g.p3d", "us_soldier_crew.p3d", "us_soldier_b.p3d"...) work well with the given config, except for "us_soldier.p3d", "res_soldier.p3d" and may be "np_soldier.p3d" (I didn't test it). With these models same trouble. It's strange.
  5. Pantiflex

    BIS MODEL INTO GAME

    There is no difference between ccp or bin. The same result.
  6. Pantiflex

    BIS MODEL INTO GAME

    Hi to all!   For an experiment I added a standard model of  US soldier in ARMA. I used an unpacked BIS model. I opened it in “Oxygen 2 Personal Editionâ€, then saved it without any changes, added config and packed to PBO and… you can see a result on the screen below.  My config’s here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class tastB { units[]={"man1"}; weapons[]={}; requiredVersion = 1.05; requiredAddons[]={}; }; }; class CfgVehicleClasses { class testB { displayName="Sold"; }; }; class CfgVehicles { /*extern*/ class soldierEB; class man1: soldierEB{ model="\bimodels\BISoldier.p3d"; accuracy=5; displayName= "Rifleman"; nameSound = ""; picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {AK74,"Throw","Put",}; magazines[] = {"30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK"}; camouflage=0.5;         vehicleClass = "testB"; threat[] = {1, 0.1, 0.1}; class Wounds{ tex[]={}; mat[] = {"bimodels\bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_body.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "bimodels\bisoldier\data\us_hhl.rvmat"}; }; }; };  Where is a problem? Config? p3d?  Please, help.  PS Excuse me for my bad english.
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