Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

PaulHargreaves

Member
  • Content Count

    41
  • Joined

  • Last visited

  • Medals

Everything posted by PaulHargreaves

  1. when i update my copy of arma to version 1.05 and 1.08 i get an error within the patching program refaring to my building.pbo file, now the game is a fresh reinstall but it wont let me overide the old building.pbo file in the addon folder now when i launch the game this error comes up " data file too short addon\buildings.pbo " any ideas ?
  2. hi guys im working on a pbo and im working within my config. file and ive come to a problem im adding my 3d model files and texture files etc and scripting the config file but with i repack the pbo and place it in my addon folder and boot the game this error comes up and says "NO ENTRY 'bin\config.bin/Cfgvehicles/officerwood.scope' erm any help would be very appreciated as i dont know what the hell this means at first obervations it seems im missing a "scope" command path within the config but if you trake alook below there is already one in. class CfgPatches { class 16AA_personel { units[] = { "16_officerwood","16_officerdesert","16_officerurban"," 16_soldierwood","16_Soldierdesert","16_soldierurban"}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAData","CACharacters","CAWeapons"}; }; }; class CfgVehicleClasses { class 16AA_personels_Men { displayName = "16aa personel"; }; }; class CfgVehicles { /*extern*/ class officerwood; class 16_officerwood: officerwood { vehicleClass = "16AA_personels_Men"; displayName = "Officer (Woodland)"; model = "\16AA_personel\16woofficer"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36A", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class officerdesert; class 16_officerdesert: officerdesert { vehicleClass = "16AA_personels_Men"; displayName = "Officer (Desert)"; model = "\16AA_personel\16doofficer"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36A", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class officerurban; class 16_officerurban: officerurban { vehicleClass = "16AA_personels_Men"; displayName = "Officer (Urabn)"; model = "\16AA_personel\16uoofficer"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36A", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class soldierwood; class 16_soldierwood: soldierwood { vehicleClass = "16AA_personels_Men"; displayName = "soldier (Woodland)"; model = "\16AA_personel\16wosoldier"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36C" , "M9SD" , "Throw", "Put", "NVGoggles", "Binocular"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD" , "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class Soldierdesert; class 16_Soldierdesert: Soldierdesert { vehicleClass = "16AA_personels_Men"; displayName = "soldier (Desert)"; model = "\16AA_personel\16dosoldier"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36C" , "M9SD" , "Throw", "Put", "NVGoggles", "Binocular"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD" , "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class soldierurban; class 16_soldierurban: soldierurban { vehicleClass = "16AA_personels_Men"; displayName = "soldier (Urban)"; model = "\16AA_personel\16uosoldier"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36C" , "M9SD" , "Throw", "Put", "NVGoggles", "Binocular"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD" , "HandGrenadeTimed", "HandGrenadeTimed"}; }; }; hope someone can help as im working on british paras in woodland,desert and urban bdu and this is a rought template for my reskins
  3. hi guys im working on a pbo and im working within my config. file and ive come to a problem im adding my 3d model files and texture files etc and scripting the config file but with i repack the pbo and place it in my addon folder and boot the game this error comes up and says "NO ENTRY 'bin\config.bin/Cfgvehicles/officerwood.scope' erm any help would be very appreciated as i dont know what the hell this means at first obervations it seems im missing a "scope" command path within the config but if you trake alook below there is already one in. class CfgPatches { class 16AA_personel { units[] = { "16_officerwood","16_officerdesert","16_officerurban"," 16_soldierwood","16_Soldierdesert","16_soldierurban"}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAData","CACharacters","CAWeapons"}; }; }; class CfgVehicleClasses { class 16AA_personels_Men { displayName = "16aa personel"; }; }; class CfgVehicles { /*extern*/ class officerwood; class 16_officerwood: officerwood { vehicleClass = "16AA_personels_Men"; displayName = "Officer (Woodland)"; model = "\16AA_personel\16woofficer"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36A", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class officerdesert; class 16_officerdesert: officerdesert { vehicleClass = "16AA_personels_Men"; displayName = "Officer (Desert)"; model = "\16AA_personel\16doofficer"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36A", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class officerurban; class 16_officerurban: officerurban { vehicleClass = "16AA_personels_Men"; displayName = "Officer (Urabn)"; model = "\16AA_personel\16uoofficer"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36A", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class soldierwood; class 16_soldierwood: soldierwood { vehicleClass = "16AA_personels_Men"; displayName = "soldier (Woodland)"; model = "\16AA_personel\16wosoldier"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36C" , "M9SD" , "Throw", "Put", "NVGoggles", "Binocular"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD" , "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class Soldierdesert; class 16_Soldierdesert: Soldierdesert { vehicleClass = "16AA_personels_Men"; displayName = "soldier (Desert)"; model = "\16AA_personel\16dosoldier"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36C" , "M9SD" , "Throw", "Put", "NVGoggles", "Binocular"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD" , "HandGrenadeTimed", "HandGrenadeTimed"}; }; /*extern*/ class soldierurban; class 16_soldierurban: soldierurban { vehicleClass = "16AA_personels_Men"; displayName = "soldier (Urban)"; model = "\16AA_personel\16uosoldier"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"G36C" , "M9SD" , "Throw", "Put", "NVGoggles", "Binocular"}; magazines[] = {"30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD" , "HandGrenadeTimed", "HandGrenadeTimed"}; }; }; hope someone can help as im working on british paras in woodland,desert and urban bdu and this is a rought template for my reskins
  4. how do i adjust a p3d (if it is a p3d) into a model editor called blender as im trying to take the landrover thats a defualt model in arma and turn it into a british landrover please help
  5. PaulHargreaves

    how do i adjust.......

    hmm well i looked on ofp.info no luck did a google search found it but it didnt change my .p3d into a .obj at all hmmm i was wondering is there any other 3d modelling programs that i can use for p3d (arma) units ?
  6. hi guys we ive been looking around the forums and i have come to the conclusion that there aren't enough uk based units/vehicles/mods for arma so im going to start my own mod, skins etc. i have some knowledge of pbos configs and p3ds and im willing to learn to use a 3d modeling program to create new units for the uk army for arma at the moment im going to be working on these units Gazelle The primary role of Gazelle is observation and reconnaissance. It is a vital component of anti-tank helicopter operations and is also used in a wide variety of supporting roles - Air Observation Post(AOP) – to direct Artillery fire, Airborne Forward Air Controller (ABFAC) – to direct ground-attack aircraft, casualty evacuation, liaison, and command and control, and communications relay. Equipped with a Ferranti AF 532 stabilised, magnifying observation aid. Eurocopter Squirrel AS350BB A variant of the AS350 Ecureuil civil helicopter. The relatively modern Squirrel is the training helicopter of choice for both the Defence Helicopter Flying School and the Operational Training Phase of flying at Middle Wallop. This single engine aircraft makes the perfect platform for instructing all the different flying techniques required of brand new pilots. Apache AH Mk1 -------------------------------------------------------------------------------- The Apache is the only attack helicopter currently in Service with the British Military. Designed to hunt and destroy tanks, this extremely advanced helicopter has significantly improved the Army's operational capability. It can operate in all weathers, day or night and detect, classify and prioritise up to 256 potential targets in a matter of seconds. It carries a mix of weapons including rockets, Hellfire missiles and a 30mm chain gun. The aircraft is equipped with a Day TV system, Thermal Imaging sight and Direct View Optics. It also possesses a state of the art fully integrated Defensive Aid Suite. Bell 212HP AH Mk1 The Bell 212 HP AH Mk1 derives from the Bell 205, the Huey UH-1. The Bell 212 HP AH Mk1 was born by adding another engine to the single engine Huey, but retains the original teetering rotor system. Army Aviation operates a handful of Bell 212 Helicopters, whose unique abilities include flying in hot and often humid conditions whilst also being able to carry considerable loads. A winch on the side of the aircraft also enables medical evacuation in otherwise difficult terrain. Consequently the Bell 212 is currently employed in the predominantly jungle areas of Brunei and Belize. Britten-Norman Islander The Britten-Norman Islander was introduced into service as a replacement for the ageing Beaver. It is one of two types of fixed-wing aircraft operated by the Army Air Corps. It is usually employed in a surveillance capacity, however it also has a limited use in transporting personnel. This aircraft has been extensively used in Northern Ireland. Other roles include: air photography, support to the special user, airborne command post and liaison flying. Notably it contains a full Instrument Flying Procedural and Navigation fit. and finally Lynx Mk 7/ Mk 9 Multi-Role Helicopter, United Kingdom The UK Army Air Corps operates the Lynx Army Helicopter (Lynx AH) mk 7 and mk 9, and the export version of the Army Lynx is known as the Battlefield Lynx. About 77 AH mk 7 versions and 22 AH mk 9 helicopters are in service with the UK Army. The Army Lynx first flew in 1977. The initial role as a utility helicopter, a tactical troop and stores carrier, airborne command, and for casualty evacuation was expanded with the addition of air-to-ground missiles, cannon and rockets for armed reconnaissance, armed escort, anti-tank and air-to-surface strike roles. In Operation Telic in Iraq, the Joint Helicopter Force Iraq (JHF(I)) which is a joint unit based in Basra and manned by members of the Royal Navy, Army and Royal Air Force, has deployed Sea King mk 4 and Lynx mk 7 helicopters from the Commando Helicopter Force (CHF), and also Merlin Helicopters from RAF Benson. The Lynx helicopters operated in Iraq were modified with the installation of sand filters, new communications, night vision-compatible cockpit lighting, and a new defensive aids suite, a helicopter DAS, which included directed infrared countermeasures. The Super Lynx helicopter is of conventional semi-monocoque pod and boom design. There is a jettisonable cockpit door and large sliding cabin door with jettisonable windows on each side of the fuselage. The large cabin doors allow rapid emplane and deplane. The cabin provides internal access to the cockpit. The Battlefield Lynx and the AH mk 9 are fitted with non-retractable tricycle-type landing gear with twin nosewheels. The AH mk 7 has a skid type undercarriage which can be fitted with snow skis for Arctic operations. The aircraft is fitted with a wire-strike protection system. with these in mind and my limited knowledge into 3d modeling and rendering i was wondering if anybody would like to join in, in my endevour to make better units for arma as there are to many modders out there making SLR and US mods 8)
  7. PaulHargreaves

    Modelling Questions

    hmm lor interesting i will get back to you on that (currently at work ) maybe we can work together on projects as i think arma is very limited in what it has to provide to the community if your interested im willing to work with you reguarding this matter 2 heads are better than 1 as they say lol btw thanks for the info
  8. PaulHargreaves

    looking for help with my project

    ok if so is there any postions avilable within thes mod making communities to join in and help so to speak ?
  9. PaulHargreaves

    Modelling Questions

    thanks for opening this thread, well heres my question, im new to the 3d modelling side of thing in arma and i wanted to start my own mods for the game basing my mods around the british army, i was wondering what is the best moddeling program to use ? as i dont want to use a 3rd party modeling program btw if anybodys interested in co-creating this mod there very much welcome as i will be giving alot of time to this mods approx 6-8 hrs a day, please take a look at this link for more info http://www.flashpoint1985.com/cgi-bin....t=63156
  10. PaulHargreaves

    P3D

    hi there i just wanted to know how you make a p3d from scratch i have the required paa files set aside for the textures for my unit and the required knowlege on creating config files i just wanted to know how to make a p3d file from scratch with the hex editors ?
  11. PaulHargreaves

    P3D

    right ive got the scope problem sorted but i have another problem ive done the config but i cannot see the unit in the editor can some one see if my config is wrong #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 #define Optics3_5Zoom 0.400000 // Elcan zoom factor class CfgPatches { class 16AA_High_Command { units[] = { "16aa_Officer" }; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAData","CACharacters","CAWeapons"}; }; }; class CfgVehicleClasses { class 16aa_Officer { displayName = "16AA British Troops (WoodLand Camo)"; }; }; class CfgVehicles { class All {}; class AllVehicles : All {}; class Land: AllVehicles{}; class Static: Land {}; class Building: Static {}; class NonStrategic: Building {}; class HouseBase; class TargetTraining : NonStrategic {}; displayName = "Officer (16AA)"; model = "\16AA_High_Command\16aa_Officer"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"M16A2", "NVGoggles","Throw", "Put"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed"}; ps i have correctly re-pboed and put into my addon folder but still doesnt show
  12. PaulHargreaves

    P3D

    can anybody help plz
  13. PaulHargreaves

    P3D

    np ive been looking into starting from scratch and im getting some where, im only starting with 1 unit to make sure im doing it correctly and so i can approach it more sensibly. my main pbo file is called 16AA_High_Command it comprises of a data file with all my relevent paa files for skinning a res_officer within the 16AA_High_Command ive also got a 16aa_officer.p3d (which i know i need and i have linked the required paa files in my data file using hex editor) now ive started with a config.cpp which comprises of this class CfgPatches { class 16AA_High_Command { units[] = { "16aa_Officer" }; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAData","CACharacters","CAWeapons"}; }; }; class CfgVehicleClasses { class 16aa_Officer { displayName = "16AA British Troops (WoodLand Camo)"; }; }; class CfgVehicles { /*extern*/ class 16aa_Officer; class 16AA_High_Command: 16aa_Officer { model = "\16AA_High_Command\16aa_Officer"; weapons[] = {"M16A2", "NVGoggles","Throw", "Put"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed", "HandGrenadeTimed"}; vehicleClass = "16aa_Officer"; }; but now im stuck i thought this would be ok once i started up the game, i would go into editor and under the required dir there would be 16AA British Troops (WoodLand Camo) 16aa_Officer but a error message appears saying "NO ENTRY 'BIN\CONFIG.BIN/CFGVEHICLES/16AA_OFFICER.SCOPE" I HAVE NO IDEA WHAT THIS MEANS CAN ANYBODY SHED SOME LIGHT ON THIS FOR ME PLEASE, all i want to do is make sure im hexing correctly and doing my config correctly so i have a basis to work on please please help NOOB ADDON MAKER
  14. HI GUYS IM NEW TO RESKINING AND I WANTED TO KNOW HOW I TIE IN MY RESKINS WHICH ARE .PAA INTO A MODEL WITH IN THE CONFIG .CCP FILE FOR EXAMPLE I HAVE A MODEL PAA FILE WHICH IS CALLED res_officer_equip_co which is paired with res_soldier_co to make the unit with in the game but i was wondering how do you make these 2 files apply to the model below model = "\16AAOpen\para01"; as all of my men that i have got all look the same. i want to make each soilder individual to each other please help class Man : Land {}; class Soldier : Man {}; class SoldierWB : Soldier {}; class SoldierWSniper : SoldierWB {}; class 16AA_Officer : SoldierWSniper { vehicleClass = "16AA_16AA"; displayName = "Officer (16AA)"; model = "\16AAOpen\para01"; scope = public; nightVision = true; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; nameSound = "blackOp"; weapons[] = {"16AAL85A0", "NVGoggles", "Binocular", "Throw", "Put"}; magazines[] = {"16AA5_56T30Mag", "16AA_56T30Mag", "16AA5_56T30Mag", "16AA5_56T30Mag", "16AA_56T30Mag", "16AA5_56T30Mag", "16AA5_56T30Mag", "HandGrenadeTimed", "HandGrenadeTimed", "SmokeShell"}; ps i want soilders to have us_soldier_spec_two_holster_co (desert camo) and another set of soilders to have ths same looking model ie with helmet but with a desert camo variant p.s did the coding above be looking at other ppls config and trying it by myself but im not sure how you tie in the p3d with the paa files as im a noob at this lol
  15. PaulHargreaves

    reskining problem model - texture sync

    basicly all i want to know is what p3d file goes with these paa files ? us_sabot_co us_sabot2_co us_soldier_spec_two_holster_co us_sniper_hat_hands_co us_sniper_webbings_co us_officer_equip_co res_sabot_co res_sabot2_co res_soldier_spec_two_holster_co res_sniper_hat_hands_co res_sniper_webbings_co res_officer_equip_co as i know that this command line model = "\16AAOpen\para01"; ties the res_officer_equipment and us_soldier_spec_two_holster_co together within the game as the para01 file above is a p3d file but as ive read it through the hex editor i cant find the match
  16. PaulHargreaves

    reskining problem model - texture sync

    thanks skaven it is that basicly joining the texture to the model but im unsure how to do this with hex editor i have it installed but its all word and letters ? can somebody help me please
×