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Minoza

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Everything posted by Minoza

  1. Hi again! I have little problem which I can not solve... I got my car in game, but speed indicator shows max value whenever I hit gas, it wont show real speed value although I defined in model.cfg source = ''speed''; for my speed indicator... And also my bigger problem is that whenever I exit my car the game crashes to desktop... no error, just CTD... Can anyone help me out on this, I tried different threads, forums etc... Please?!
  2. OK true I've found it, max speed for cars really is 120... Stupid... but it is... Anyways That answers half of my question... I also used the search to find out why is my speed indicator showing max value whenever I hit gas but couldn't find solution... So... can you tell me what's causing problem in your opinion? Btw I don't think this has anything to do with O2, and I don't want to open new thread cause of this... but I'll try that too... Also my game crashes whenever I exit my car... oO
  3. Hi again! Unfortunetly I ran into another problem, you see, there is something wrong with both vehicle speed and speed indicator. It looks like it has same speed as VWGolf (well almost the same since my vehicle is lighter and I guess it uses that data so it's a bit faster) because it inherited VWGolf speed instead of using my parameter from config.cpp where it's stated maxSpeed = 330; Could you please help me on this? What's causing the problem? Thanks in advance!
  4. Thank you for your answer. You helped me a lot!
  5. Thank now I found it. Thank you very much! Could you explain me what should I do to avoid same problem in future? I'm afraid I don't understand what of the things you changed actually made it work... Also, now car has sounds of VWGolf which is fine cause at this stage I don't have any custom sound for it BUT for some reason and I don't know why lol my car is turned in wrong way... I'll explain... As I said before it has sound as VWGolf but it also kinda acts as VWGolf but in WRONG DIRECTION... When I press forward it goes back, and other way is same of course, all animations work good it's just it looks like my model appears on the model of VWGolf turned 180 degrees in other deirection... I'm not sure if you understand me... I tried to change some values in animation part of model.cfg for wheels, I had angle0=0, angle1=rad -360, then I changed angle1 to rad 360 But it only made the wheels turn in opposite direction of the model was moving, in this case when I press W for forward my model goes backwards and wheels turn in opposite direction of model movement... I hope now you can understand what my problem is... Also game doesn't use my proxy for driver... Instead it places driver in wrong direction also (front moving direction) facing the back of the car and it places him in the middle of the car... I can make a video if you don't understand...
  6. WOW! Are you trying to say that all things will be possible to be done within 3DS Max then? No need for Oxygen at all? Or did I understand something wrong? P.S. Can I ask a question considering my addon I'm working on? I've created car and all the stuff it needs bla bla etc.. Now I want to place it in editor but CAN'T FIND IT ANYWHERE!!! I'm guessing there is something wrong in my config.cpp but can't see what... Here's my config.cpp: class CfgPatches { class Murcielago { units[] = {Murcielago}; weapons[] = {}; requiredVersion = 1.00; }; }; class CfgVehicleClasses { class Murcielago { displayName = "Murcielago"; }; class CfgVehicles { class Land; class LandVehicle: Land {}; class Car: LandVehicle {}; class VWGolf : Car {}; class Murcielago : VWGolf { extCameraPosition[] = {0, 0.5, -8}; terrainCoef = 2.0; crew = "Civilian2"; vehicleClass="Murcielago"; maxSpeed = 330; model=\Murcielago\Murcielago; DisplayName="Murcielago"; side=TCivilian; transportSoldier=1; }; }; And just in case it's not config here's my model.cfg: class CfgSkeletons { //skelRefClass class car; class Murcielago:car { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "dr_weel","", "ind_fuel","", "ind_rpm","", "ind_spd","", "damp_fr","","damp_br","", "damp_fl","","damp_bl","", "l_b_wheel","damp_bl", "l_f_clp","", "l_f_wheel","damp_fl", "r_b_wheel","damp_br", "r_f_clp","", "r_f_wheel","damp_fr", }; }; //skelClass2 }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; }; //modelRefClass class car; class Murcielago:car { sectionsInherit = ""; sections[] = { "damp_fl","damp_fr","damp_bl","damp_br", "bck_lights","", "body","", "dr_weel","", "exhaust","", "frt_lights","", "gear","", "hand_brake","", "ind_fuel","", "ind_oil","", "ind_rpm","", "ind_spd","", "ind_wtemp","", "l_b_clp","", "l_b_wheel","", "l_f_clp","", "l_f_wheel","", "mirrors","", "panel","", "panel_undr","", "pedals","", "r_b_clp","", "r_b_wheel","", "r_f_clp","", "r_f_wheel","", "seats","", }; skeletonName = "Murcielago"; class Animations { class FrontWheelR { type = "rotationX"; source = "wheel"; memory = "false"; angle0 = "0"; angle1 = "rad -360"; maxValue = "1"; minValue = "0"; selection = "r_f_wheel"; sourceAddress = "loop"; }; class FrontWheelL : FrontWheelR { selection = "l_f_wheel"; }; class FrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; memory = "false"; angle0 = "rad 35"; angle1 = "rad -35"; maxValue = "1"; minValue = "-1"; selection = "r_f_wheel"; sourceAddress = "clamp"; }; class FrontWheelLTurn : FrontWheelRTurn { selection = "l_f_wheel"; }; class BackWheelR { type = "rotationX"; source = "wheel"; memory = "false"; angle0 = "0"; angle1 = "rad -360"; maxValue = "1"; minValue = "0"; selection = "r_b_wheel"; sourceAddress = "loop"; }; class BackWheelL : BackWheelR { selection = "l_b_wheel"; }; class FrontCaliperR { type = "rotation"; source = "drivingWheel"; memory = "true"; angle0 = "rad 35"; angle1 = "rad -35"; axis = "r_f_clp_axis"; maxValue = "1"; minValue = "-1"; selection = "r_f_clp"; sourceAddress = "clamp"; }; class SteeringWheel { type = "rotation"; source = "drivingWheel"; memory = "true"; angle0 = "rad -120"; angle1 = "rad 120"; axis = "dr_weel_axis"; maxValue = "1"; minValue = "-1"; selection = "dr_weel"; sourceAddress = "clamp"; }; class IndicatorFuel { type = "rotation"; source = "fuel"; memory = "true"; angle0 = "0"; angle1 = "rad 100"; axis = "ind_fuel_axis"; maxValue = "1"; minValue = "0"; selection = "ind_fuel"; sourceAddress = "clamp"; }; class IndicatorRpm { type = "rotation"; source = "rpm"; memory = "true"; angle0 = "0"; angle1 = "rad 250"; axis = "ind_rpm_axis"; maxValue = "1"; minValue = "0"; selection = "ind_rpm"; sourceAddress = "clamp"; }; class IndicatorSpeed { type = "rotation"; source = "speed"; memory = "true"; angle0 = "0"; angle1 = "rad 250"; axis = "ind_spd_axis"; maxValue = "1"; minValue = "0"; selection = "ind_spd"; sourceAddress = "clamp"; }; class FrontCaliperL { type = "rotation"; source = "drivingWheel"; memory = "true"; angle0 = "rad -35"; angle1 = "rad 35"; axis = "l_f_clp_axis"; maxValue = "1"; minValue = "-1"; selection = "l_f_clp"; sourceAddress = "clamp"; }; class Wheel_Damper_rf { type="translationY"; source="damper"; selection="damp_fr"; axis=""; minValue=-0.08; maxValue=0.06; memory=false; }; class Wheel_Damper_front_left : Wheel_Damper_rf { selection="damp_fl"; }; class Wheel_Damper_back_right : Wheel_Damper_rf { selection="damp_br"; }; class Wheel_Damper_back_left : Wheel_Damper_rf { selection="damp_bl"; }; //animsMurcielago }; }; //modelClass2 }; Please help... :(
  7. I can't get my car to appear in editor (can't find it in selections)... Can't figure out what's wrong, this is my config.cpp: class CfgPatches { class Murcielago { units[] = {Murcielago}; weapons[] = {}; requiredVersion = 1.00; }; }; class CfgVehicleClasses { class Murcielago { displayName = "Murcielago"; }; class CfgVehicles { class Land; class LandVehicle: Land {}; class Car: LandVehicle {}; class VWGolf : Car {}; class Murcielago : VWGolf { extCameraPosition[] = {0, 0.5, -8}; terrainCoef = 2.0; crew = "Civilian2"; vehicleClass="Murcielago"; maxSpeed = 330; model=\Murcielago\Murcielago; DisplayName="Murcielago"; side=TCivilian; transportSoldier=1; }; }; And this is model.cfg: class CfgSkeletons { //skelRefClass class car; class Murcielago:car { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "dr_weel","", "ind_fuel","", "ind_rpm","", "ind_spd","", "damp_fr","","damp_br","", "damp_fl","","damp_bl","", "l_b_wheel","damp_bl", "l_f_clp","", "l_f_wheel","damp_fl", "r_b_wheel","damp_br", "r_f_clp","", "r_f_wheel","damp_fr", }; }; //skelClass2 }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; }; //modelRefClass class car; class Murcielago:car { sectionsInherit = ""; sections[] = { "damp_fl","damp_fr","damp_bl","damp_br", "bck_lights","", "body","", "dr_weel","", "exhaust","", "frt_lights","", "gear","", "hand_brake","", "ind_fuel","", "ind_oil","", "ind_rpm","", "ind_spd","", "ind_wtemp","", "l_b_clp","", "l_b_wheel","", "l_f_clp","", "l_f_wheel","", "mirrors","", "panel","", "panel_undr","", "pedals","", "r_b_clp","", "r_b_wheel","", "r_f_clp","", "r_f_wheel","", "seats","", }; skeletonName = "Murcielago"; class Animations { class FrontWheelR { type = "rotationX"; source = "wheel"; memory = "false"; angle0 = "0"; angle1 = "rad -360"; maxValue = "1"; minValue = "0"; selection = "r_f_wheel"; sourceAddress = "loop"; }; class FrontWheelL : FrontWheelR { selection = "l_f_wheel"; }; class FrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; memory = "false"; angle0 = "rad 35"; angle1 = "rad -35"; maxValue = "1"; minValue = "-1"; selection = "r_f_wheel"; sourceAddress = "clamp"; }; class FrontWheelLTurn : FrontWheelRTurn { selection = "l_f_wheel"; }; class BackWheelR { type = "rotationX"; source = "wheel"; memory = "false"; angle0 = "0"; angle1 = "rad -360"; maxValue = "1"; minValue = "0"; selection = "r_b_wheel"; sourceAddress = "loop"; }; class BackWheelL : BackWheelR { selection = "l_b_wheel"; }; class FrontCaliperR { type = "rotation"; source = "drivingWheel"; memory = "true"; angle0 = "rad 35"; angle1 = "rad -35"; axis = "r_f_clp_axis"; maxValue = "1"; minValue = "-1"; selection = "r_f_clp"; sourceAddress = "clamp"; }; class SteeringWheel { type = "rotation"; source = "drivingWheel"; memory = "true"; angle0 = "rad -120"; angle1 = "rad 120"; axis = "dr_weel_axis"; maxValue = "1"; minValue = "-1"; selection = "dr_weel"; sourceAddress = "clamp"; }; class IndicatorFuel { type = "rotation"; source = "fuel"; memory = "true"; angle0 = "0"; angle1 = "rad 100"; axis = "ind_fuel_axis"; maxValue = "1"; minValue = "0"; selection = "ind_fuel"; sourceAddress = "clamp"; }; class IndicatorRpm { type = "rotation"; source = "rpm"; memory = "true"; angle0 = "0"; angle1 = "rad 250"; axis = "ind_rpm_axis"; maxValue = "1"; minValue = "0"; selection = "ind_rpm"; sourceAddress = "clamp"; }; class IndicatorSpeed { type = "rotation"; source = "speed"; memory = "true"; angle0 = "0"; angle1 = "rad 250"; axis = "ind_spd_axis"; maxValue = "1"; minValue = "0"; selection = "ind_spd"; sourceAddress = "clamp"; }; class FrontCaliperL { type = "rotation"; source = "drivingWheel"; memory = "true"; angle0 = "rad -35"; angle1 = "rad 35"; axis = "l_f_clp_axis"; maxValue = "1"; minValue = "-1"; selection = "l_f_clp"; sourceAddress = "clamp"; }; class Wheel_Damper_rf { type="translationY"; source="damper"; selection="damp_fr"; axis=""; minValue=-0.08; maxValue=0.06; memory=false; }; class Wheel_Damper_front_left : Wheel_Damper_rf { selection="damp_fl"; }; class Wheel_Damper_back_right : Wheel_Damper_rf { selection="damp_br"; }; class Wheel_Damper_back_left : Wheel_Damper_rf { selection="damp_bl"; }; //animsMurcielago }; }; //modelClass2 *EDIT* Solved on another thread.
  8. Hi all! Gnat I can see you helped many of people here, I'm a noob in this and I would kindly ask for help. OK, so I'm done with my first model, it is a car, Lamborghini Murcielago, no textures yet or anything just model, I'm gonna start with config soon, and what I'm interested in are two things; 1. Do I have to use levy predni, pravi predni, etc... for wheels in config file or can I just use like l_front, r_front etc as those are my wheel names on model...? (how does game knows those are wheels anyways? How it recognizes them as ''wheels''?) 2. I have disc brakes with calipers on my model... how the hell do I animate those to turn left and right with front wheels lol? I can't link them to wheels cause they will rotate then? I'm sorry if I'm bothering you it's just I don't know any other place to ask lol and I can see you're helping people around with these kind of things... Thanks in advance! P.S. Jan you said your game crashes when you enter in car, I've had same problem with my test object (ugly extremly-low-poly car lol) when I inherited skeleton from VWGolf for my car and I used czech names on skeleton/wheels(?)... I dunno if this helps I'm just saying I had same problem which occurred when I changed names to czech... or skeleton inherit caused the problem, I have no idea...
  9. Hi again! Today (hopefully) I'm finishing my first addon model, it is a car, Lamborghini Murcielago. Now what I'm not sure of... Do I have to link separate objects like steering wheel, control panel, gearbox etc to the body of the car?
  10. Do you know by any chance some good thread about creating cfg files? I tried to use cfg file from other cars like Nissan GT addon for mine and it didn't go well... Game crashes and similar... So I need to write whole file for my car but I dunno where to start... I'm not sure which entries to use for wheels animation etc... I'm using your 3ds max plugin SA... And also do I have to use particular names (like in Czech) in Oxygen when creating resolution name sections and land contact etc... or can I use like l_f_wheel, r_f_wheel_dump... Does it even matter since I'm gonna animate my skeleton in cfg anyways and not inherit from existing one if you understand what I'm trying to say... Also am I looking for answers in wrong place? Is there some other thread which is better for this questions? Thx in advance!
  11. Unfortunetly, I don't have arma2.rpt file, I tried windows search and it could only locate ''flashpoint.rpt'' file which doesn't tell me anything useful... And I don't even have Flashpoint game... Biki are scripting commnads? oO I'm not really getting this, convexity, triangulation...? I tried google for biki but can't find anything useful, it only got me to scripting commands... This is so hard, I mean when I was learning 3ds there were plenty of tuts but for this man... that's why I'm bothering you, and I'm really grateful on your willing to help me... Because I really want to learn this and become game modeler, that's my dream... *EDIT* SOLVED! The name of model in tutorial was ''crate.p3d'' so in the config file it was also ''crate'' since config file was from tutorial and my model was named ''kont'' so game couldn't find model... But I'll have to go over naming selections cause I had multiple LODs and I think I named selections in wrong way because in order I had Geometry -> Land Contact -> Shadows... and in game I had model with shadows but without collision geometry...
  12. Ah here I am again.... I'm really sorry to bother you guys with something which is basics for you, but whenever I solve one problem I quickly get to another one. See I created test object in max (simple box), with textures, I managed to import it in Oxygen, even to get it in Buldozer to show up with textures... great - half way there... Now I created geometry LOD, land touch LOD, and shadow LOD for box and nicely exported all these things and made PBO... Great, now what my problem is that whenever I try to place that object in editor it doesn't show up... Oh and one time it said it can't load object... other times it doesn't say anything but I can't get my object to appear, I thought maybe it's below ground and I'm sure I placed it above in Oxygen plus I added ground contact LOD so it couldn't sink but I can only see circle gizmo and can't move it or anything really... What am I doing wrong? Also I used config file from some tutorial (maybe that file is causing trouble?) which is written for ''box'', the only difference is that the box from that tutorial has been modeled and textured in Oxygen and mine in 3ds max...
  13. Oh of course (stupid me XD), that's what I meant... OK, thx. Nice model btw, I can see it's done by someone with a lot of experience. I have only 2 years of 3d modeling experience. I plan to attend some 3d modeling school in a year or so, maybe in Canada or somewhere I dunno yet. I'm from Europe.
  14. One question. Those fuel things on the wing... Are those separate objects (cylinders I guess...) attached to the wing or did you model them out from the wing? I ask cause I can't see any vertices attached in between... They seem like separate objects attached to each other.
  15. I know exactly what you mean SA. Actually that was my first idea how to make my low poly models, then I would probably start with plane and convert it to editable poly and step by step made model... With like half of polys of what I want it to be and then apply meshsmooth... and collapse in the end... But what about my other problems lol? Do you have any solution?
  16. Thank you, that was exactly what I wanted to know. Now I have to figure out tweaking parameters (.cfg I guess...) for vehicles, like how to make tank/car or something controllable in game, not just static object, and also what about materials? Do I just use textures with baked AO or...? What about glass? Sorry but I couldn't find this anywhere and I'm really new to this, any help I can get means so much to me... I have O2, and can't find some decent tutorial, just manuals which doesn't help much. Also for some reason Buldozer wont work, I get error when starting it trough O2 but I can start it normally by adding ''-buldozer'' to ''arma2.exe'' and then starting arma2.exe brings up buldozer... -noland and -window works also but whenever I try to lunch Buldozer trough O2 I get an error... path is correct, I double checked that...
  17. Thank you sooooo very much!!! Really thx, I appreciate your efforts to make this awesome tool, I'm experienced with max but I don't have experience with this type of things, I usually do interiors, visualizations etc... I want to make models for Arma 2 and I'm grateful on this tool. *short edit* Since I'm new to game modeling, what's the aprox poly limit, how do I know how many polys can I use, I mean in visualizations I try to optimize and reduce polys wherever possible but in the end there's usually a lot of polys cause of meshsmooth modifiers, so what's the limit with low poly modeling?
  18. SA I have one question. I'm using your toolbox and it's a lovely tool, I'm using it with Max 2009, it's working. There's just one thing that's confusing, I was following your tutorial for baking AO, and when I try to bake it it just doesn't appear on object, I have Mental Ray set as renderer and I used ''UV map'' modifier set to box and applied to box object just for test, I have similar object as your in tutorial with ''wheels'' but no AO is appearing... What am I doing wrong? I set dispersion also...
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