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sarge4267

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Posts posted by sarge4267


  1. @jackal..thanks.

    this is the template I use for the config:

    I'll explain some things

    class CfgPatches {
    
    class myhelmet {
    units[] = {};
    weapons[] = {};
    requiredVersion = 0.100000;
    requiredAddons[] = {};
    };
    };
    class CfgGlasses {
    
    class myhelmet {                  
    scope = 2;
    name = "yourname";                               \\name that appears in the list
    model = "\helm\model\helm.p3d";               \\location of your model
    identityTypes[] = {"myhelmet", 1};
    disabled = 0;
    };
    };

    For the location of your model..try to use the P drive


  2. thanks dave and ardvark.

    There seems to be either a problem with the pbo or with my unpbo.

    I tried to unpbo the file but when I click extract nothing really happens.

    sorry for all the questions

    ---------- Post added at 03:02 PM ---------- Previous post was at 02:54 PM ----------

    ok nvm..i tried unpbo--> didn't work

    I tried eliteness--> did work.

    Thanks for all your help guys!! ;):)


  3. Sarge4267 - I think the issue is this line "disabled = 1;". Change the 1 to a 0 and it should show up.

    will try it..i'll let you know what happens

    ---------- Post added at 08:17 PM ---------- Previous post was at 07:48 PM ----------

    Sarge4267 - I think the issue is this line "disabled = 1;". Change the 1 to a 0 and it should show up.

    Ok it worked..but now I have an issue with positioning the helmet.

    I tried unpacking some addons to look how they placed their model, like the tactical glasses, but the models are binarized so I can only see bounding boxes.

    Do you have any reference on how to make it look correct?


  4. as baraka mentioned earlier you can model the helmet in maya / 3ds max and use the bystra (bi head reference model) as a reference for the size of the helmet (us it as a reference once it is in O2 though if you do it in maya etc the scale will be off).

    once you have done that and sucessfully got it into O2 and scaled correctly now its time to position it for use in the game, DO NOT position it on the soldier model as it will be floating about 6 foot above the models head! you are best to use this mod to position it

    http://www.armaholic.com/page.php?id=5818&a=dl

    (remember to give credit to all modders work you use in creating your mod)

    this will give you a reference as to where the helmet should be positioned in relation to the head!

    i think there is also a sample cfg that you can get an idea of what you need to do in there too!

    here is what i made and have ingame

    http://forums.bistudio.com/showthread.php?t=114661

    http://www.armaholic.com/forums.php?m=posts&q=13434&n=last#bottom

    on the last one you can see items i created and added to the stock bi models!

    the problem i found with the complete helmet model is i dont have the correct lighting when non game world shadows are involved, this problem never arose when i just added items to the existing bi helmet though ( i am stumped) if you manage to work that out let me know :p

    Hi,

    thanks for the response.

    First of all: what LOD's do I need to create?

    Secondly: I used the addon config as an example and I ended up using this config:

    class CfgPatches {
    
    class myhelmet {
    units[] = {};
    weapons[] = {};
    requiredVersion = 0.100000;
    requiredAddons[] = {};
    };
    };
    class CfgGlasses {
    
    class myhelmet {
    scope = 2;
    name = "yourname";
    model = "\helm\model\helm.p3d";
    identityTypes[] = {"myhelmet", 1};
    disabled = 1;
    };

    It doesn't show up in the player profile section where you select your glasses.

    Is this config ok? Do I save it as config.cfg or config.cpp or...?

    And last but not least:

    Im' not creating a public addon, just playing around :)

    thanks for your help already


  5. Heya,

    Here are some news:

    We decided to restart the project with new/better code, SFX and support for all islands. I dont want to promise anything because we had lot of real life issues and problems in the past, but we are still alive and still have interest in developing the system. If everything goes as planned, we can release the new version this summer. Stay tuned.

    Sounds great..I just tried the mod again and it would be awesome for more islands.

    Thanks for putting your work into it!

    looking forward to the next release. (y)

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