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Everything posted by deltaGhost
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How to unbinarizise?
deltaGhost replied to deltaGhost's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
k thanks , what i mean with the textures is , what textures , does that the arma 2 engine make them invisible Like a car glass like a goggles glass you know xD thx for the jonnys SF info they it can be useful yeah ill check how to get that of the " goggles " my green berets need the tactical goggles they ahve the DCU the PASGT but , damn xd i need the goggles , or they are incomplete :O do you ahve x fire stalker? add me if you want and if you have xd usasoldier1 -
Blender import / export plugins
deltaGhost replied to Leopotam's topic in ARMA 2 & OA : Community Made Utilities
what its blender LOL ? :) a kind of 3d max? , free or not free thats the questionX D -
Can I use the ArmA 2 soldier model to make units for OA?
deltaGhost replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
If i was you , just restarted it , with the soldier.p3d xD if you need helmets and puches and all that stuff take them from the bi soldier from the bi samples :yay: you are using the FP skeleton lol you can even throw granades , download the soldier.p3d ---------- Post added at 12:52 PM ---------- Previous post was at 12:50 PM ---------- http://www.armaholic.com/page.php?id=9375 if you use bin PBO it will automatically join everything -
Simple ArmA 2 Terrain Tutorial
deltaGhost replied to luki's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Finish lingor dude , cant wait ;) pls go fast i want to run in there with my clan playing operations and killing enemies on the middle of the jungles ;) -
How to unbinarizise?
deltaGhost replied to deltaGhost's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
yeah stalker i did , but i need , to look up a bunch of things :) Like how to get glasses on a soldier by the config way What are the invisible , transparent textures i need a mich 100 helmet I need to know ! O: what is the MLOD ? Main Lod? the 1000 one? yeah i have experience :P -
DO NOT USE Kegetys's PS plugin
deltaGhost replied to [aps]gnat's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
i had to reinstall my windows cuz of it xd, i think im not sure if that was the problem , but the i fucked up the RVMATS saving a texture on photoshop -
Override players choice of glasses in config?
deltaGhost replied to mcnools's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
its what im lookign for to , an di have n oidea -
Harris character - possible to use different heads?
deltaGhost replied to icebreakr's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Lingor this map its going to rule , are you making them all you alone? -
Selection issues 'broken' arms, out of ideas.
deltaGhost replied to Fox '09's topic in ARMA 2 & OA : MODELLING - (O2)
Hey Nice model dude , i can see the tactical bearing vest xD good luck dude , im making the green berets , the special forces from the 90s with DCUs and BDUs , but im having alot of problems to lol Good luck dont surrender :) " snake " i supose -
i have a problem with the test soldiep3d
deltaGhost posted a topic in ARMA 2 & OA : MODELLING - (O2)
when i convert it to PBO with the binPBO and then play it on arma 2 its giving me a problem , the uniform brigths rlly strange i dont know why . http://yfrog.com/ccstrangeshitp then , if i dont vinculate the RVMAT with the oxygen 2 , its giving me this problem , http://yfrog.com/n0handsp -_- a problem for the nigth misions and a problem for the day missions it didnt use to happend at the starting this problem at the starting , but i dont know what i did , but now its doing that -
Can I use the ArmA 2 soldier model to make units for OA?
deltaGhost replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
But show us what , config.cpp or config.bin are you using i thin kthat i know wich one it is , and xD its not so useful dude -
Help help help help pls
deltaGhost replied to deltaGhost's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok finally i got it to work , xd no errors everything is allrigth :) thx a lot pufu for showing me , the test soldier now i gotta upload it to arma holic DCU and BDU soldiers : ) -
Im going to make a youtube tutorial for oxygen 2 ¬¬ i know a lot of texturing
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Can I use the ArmA 2 soldier model to make units for OA?
deltaGhost replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
thanks pufu :) time for oxygen 2 oh cool , its config.bin i only know how to use the config.cpp , when cfg.faces cfg.vehicle well a lot of stuff that i had to learn by my self xd how to go 2 cpp to .bin how to go 2 .bin to .cpp cuzwhen i convert it to .cpp for modfiing it and then i get it back to .bin ,its giving me a error something about " end of file " i posted it on armaholic , xD 1 month and nobody responded also you dont need to get in the skeleton ? because with the bisoldier i had to joi nem , also make a script of the skeleton , how works this? also the head its not its place , " the soldier has no head " i supose that , that is for the replace ment of the textures , of the marines faces and hands , and why binarizace or binarize whatever , do yu have to binarzie this soldier after making it? because you didnt have to with the bisolider AND THE MOST IMPORTANT How do i merge only , the US equip of the arma 1 bisoldier , into the bisoldier " You know the Pasgt helmet the pouches , only that stuff , its on a selection so maybe its easy idk ok ok sorry np , its just control c on it and control v on the test soldier LOL , i type in the cas ethat somebody wants to know it xd will happend soemthign if i delete the rest of the lods , i did it with the bisoldier and it was rlly useful , for not having to edit everyone -
Can I use the ArmA 2 soldier model to make units for OA?
deltaGhost replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
are you telling me that there is a sample soldier for arma 2 ? ive been using the arma 1 bisoldier all this time -_ - :S -
Help help help help pls
deltaGhost replied to deltaGhost's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I can be if you help me ;D yeah sorry , is that this problem is killing me , ive been a lot of time trying to fix it , its alwys the same thing , is there any way to not have to use the BIsoldier from bi models , cuz ive seen other mods wicht hey didnt , ? any idea? and bbraveheart its a a great film! hey im not trying to piss off if is that what you think im trying , i will help on forums 2 i have visitor 3 and oxygen 2 experience ;) -
Help help help help pls
deltaGhost replied to deltaGhost's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
ok sorry , but is anybody going to help me soemday pls S: -
cfg glasses exists? is there any way to get glasses for your soldier by scripting?
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i need help on the config file pls what should ido ? hlep
deltaGhost posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
http://img705.imageshack.us/img705/6927/dcu2.png 223 kb :( ive been trying pretty much everything to load this uniform that ive made a days ago on arma 2 . Ive tried to make a alot of config files bu theres no way ive tried to copy a config.bin file making my own cfg classes and all this stuff , and sure i had to unpack it to .cpp , but , i got all time an error telling em somethign like end of file input error or something like that ive been working on that a lot of hours i need help ive used the model sample , BIsoldier , i did use all the textures i have inside the data file what should i do ? is it working with .cpp or u need to convert it to .bin ? help me pls ---------- Post added at 03:29 PM ---------- Previous post was at 03:15 PM ---------- Can somebody give me a example of a single unit config.cpp file with all his textures on the data file pls' ? -
i need help on the config file pls what should ido ? hlep
deltaGhost replied to deltaGhost's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
well NVM objectives has changed , for me xD i got it by my self with another kind of script but something , i dont know what made this to the soldier ;( Uploaded with ImageShack.us what could it be? iits not like on oxygen 2 ;( maybe i should delete the god damn RV mat files? -
i need help on the config file pls what should ido ? hlep
deltaGhost replied to deltaGhost's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
class CfgPatches { class Rebel { units = {"SantaSoldier", "SantaSoldierEvil", "SantaSoldier2", "SantaSoldier2Evil"}; weapons = {}; requiredVersion = 0.100000; requiredAddons = {"CAData", "CACharacters", "CAWeapons"}; }; }; class CfgVehicleClasses { class SantaPack { displayName = "Santa Pack"; }; }; class CfgSkeletons { 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", ""}; }; /*extern*/ class default; class Flag: default { }; class FlagCarrier: default { skeletonInherit = "Default"; skeletonBones = {"stozar", "", "vlajka", ""}; }; }; class CfgModels { class Default { sections = {}; sectionsInherit = ""; }; class flag_vojak: Default { sections = {"latka"}; }; class Head: Default { sections = {"osobnost", "brejle"}; skeletonName = "Head"; }; class ArmaMan: Default { sections = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan"}; skeletonName = "OFP2_ManSkeleton"; }; class SantaClaus: ArmaMan { }; class SantaClaus2: ArmaMan { }; class SantaSoldier: ArmaMan { }; class SantaSoldierEvil: ArmaMan { }; class SantaSoldier2: ArmaMan { }; class SantaSoldier2Evil: ArmaMan { }; }; class CfgVehicles { /*extern*/ class All; /*extern*/ class AllVehicles; /*extern*/ class ThingEffect; /*extern*/ class Land; /*extern*/ class Man; /*extern*/ class CAManBase; /*extern*/ class USMC_Soldier; /*extern*/ class RU_Soldier; /*extern*/ class USMC_SoldierS_Sniper; /*extern*/ class RU_Soldier_Sniper; class SantaSoldier: USMC_Soldier { scope = 2; displayName = "Santa Claus"; model = "\SantaClaus\SantaClaus.p3d"; languages = {"EN"}; weapons = {"Binocular", "Throw", "Put"}; magazines = {}; respawnweapons = {"Binocular", "Throw", "Put"}; respawnmagazines = {}; vehicleClass = "SantaPack"; identityTypes = {"FR_Glasses", "Default", "Head_USMC"}; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; }; class SantaSoldierEvil: SantaSoldier { languages = {"EN"}; displayName = "Santa Claus (M4)"; weapons = {"M4A1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag"}; respawnWeapons = {"M4A1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag"}; }; class SantaSoldier2: RU_Soldier { scope = 2; displayName = "Ded Moroz"; model = "\SantaClaus\SantaClaus2.p3d"; weapons = {"Binocular", "Throw", "Put"}; magazines = {}; respawnweapons = {"Binocular", "Throw", "Put"}; respawnmagazines = {}; languages = {"RU"}; vehicleClass = "SantaPack"; identityTypes = {"Head_RU_CO", "RU_Glasses"}; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; }; class SantaSoldier2Evil: SantaSoldier2 { languages = {"RU"}; displayName = "Ded Moroz (AKS)"; weapons = {"AKS_74_U", "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK"}; respawnWeapons = {"AKS_74_U", "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnmagazines = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK"}; }; }; ive found this one that used the BIsoldier but , the config was .bin so i unbined it to .cpp , then i pboed it , and it gives me the same error , why? please i need help :S -
i need help on the config file pls what should ido ? hlep
deltaGhost replied to deltaGhost's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
class CfgPatches { class PKW_WWIPilot { units = {"East_pilot", "West_pilot"}; weapons = {}; requiredVersion = 1.000000; requiredAddons = {"CACharacters", "CAData", "CAWeapons"}; }; }; class CfgVehicleClasses { class PKW_WWIPilot { displayName = "WWI Pilots"; }; }; class CfgVehicles { /*extern*/ class CDF_Soldier_Base; class East_pilot: CDF_Soldier_Base { model = "\PKW_WWIPilot\East_pilot"; side = 0; vehicleClass = "PKW_WWIPilot"; displayName = "Central Countries Pilot"; camouflage = 0.600000; canHideBodies = 0; nameSound = "veh_pilot"; Picture = "\PKW_WWIPilot\ico\e_null_CA.paa"; Icon = "\PKW_WWIPilot\ico\i_pilot_CA.paa"; Portrait = "\PKW_WWIPilot\ico\e_pilot_CA.paa"; cost = 600000; scope = 2; accuracy = 3.500000; sensitivity = 2; threat = {1, 0.100000, 0.100000}; nightVision = 0; weapons = {"ItemMap", "ItemCompass", "ItemWatch", "Throw", "Put"}; magazines = {}; respawnWeapons = {"ItemMap", "ItemCompass", "ItemWatch", "Throw", "Put"}; respawnMagazines = {}; class Wounds { tex = {}; mat = {"PKW_WWIPilot\Data\pilot.rvmat", "PKW_WWIPilot\data\pilot_wound1.rvmat", "PKW_WWIPilot\data\pilot_wound2.rvmat", "PKW_WWIPilot\data\pilot_hhl.rvmat", "PKW_WWIPilot\data\pilot_hhl_wound1.rvmat", "PKW_WWIPilot\data\pilot_hhl_wound2.rvmat"}; }; }; class West_pilot: CDF_Soldier_Base { model = "\PKW_WWIPilot\West_pilot"; side = 1; vehicleClass = "PKW_WWIPilot"; displayName = "Entante Pilot"; camouflage = 0.600000; canHideBodies = 0; nameSound = "veh_pilot"; Picture = "\PKW_WWIPilot\ico\w_null_CA.paa"; Icon = "\PKW_WWIPilot\ico\i_pilot_CA.paa"; Portrait = "\PKW_WWIPilot\ico\w_pilot_CA.paa"; cost = 600000; scope = 2; accuracy = 3.500000; sensitivity = 2; threat = {1, 0.100000, 0.100000}; nightVision = 0; weapons = {"ItemMap", "ItemCompass", "ItemWatch", "Throw", "Put"}; magazines = {}; respawnWeapons = {"ItemMap", "ItemCompass", "ItemWatch", "Throw", "Put"}; respawnMagazines = {}; class Wounds { tex = {}; mat = {"PKW_WWIPilot\Data\pilot.rvmat", "PKW_WWIPilot\data\pilot_wound1.rvmat", "PKW_WWIPilot\data\pilot_wound2.rvmat", "PKW_WWIPilot\data\pilot_hhl.rvmat", "PKW_WWIPilot\data\pilot_hhl_wound1.rvmat", "PKW_WWIPilot\data\pilot_hhl_wound2.rvmat"}; }; }; }; this is the one that im going to use but " input error after end of file " and how do you guys make ur uniforms and unit son oxygen 2? u take the bisoldier and then modify it? or:confused: