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Mattaus

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Everything posted by Mattaus

  1. Hello, I have a building, and I have just made a ladder model, but my next step is to actually making the ladder climbable. I looked at other objects and they have a LOD called memory, which is a vertice from the bottom of the ladder to the top (Just 2 dots). With the components name of Start1 and End1 In the config I have this: ladders[] = {{"start1", "end1"}}; What am I doing wrong? And what is required next? Cheers.
  2. Hello, I have used Oxygen 2 for quite some time, made lots of objects for Aussie Life, Down Under and fixing the USEC_RIG_A and modifying it. I want to move to the next stage and learn animations, and learn the correct use of the memory LOD for a "boom gate" and a "sliding fence". I have completed the model, although I also need to know the correct use of the components for the Memory LOD if it's necessary. I am (OK) at making config.cpp's, It's the Model.cfg that I currently have no clue on what is expected to be put in. Here's an image of it, (It's for a Life Mission, checkpoint) http://img707.imageshack.us/img707/8027/11551623.jpg Any help would be appreciated. Thank you. (If you want to look at the config.cpp, I'll upload as an attachment if possible)
  3. Hello, I'm making a Building for a community and am having a problem with glass (or the window in general) You see, I have 4 good glass textures that work, but there are just some walls that are see-through when looking through the glass. For example: Let's pretend there's Window A and Window B. I can see Window A's glass fine through Window B, but if I look through Window B's glass, I cannot see window A's glass, it's not there. But when I look at the glass away from the window, it shows up fine, this happens for stairs, and a Brick wall, which I NEED it to be visible otherwise it'll look stupid looking through glass and there's nothing there. Any advice would be greatly appreciated. Cheers, Matt.
  4. Cheers mate, worked perfectly. It fixed the wall issue but not the window issue, but i tried moving just the 1 window to the next alpha twice and it's 100% good. Also I had to move top aswell. Cheers :)
  5. Ok I have made a offshore rig. It works fine but 1 problem. (This is for RP) When you drive under the oilrig on the water, and get out to climb the ladder, you get out of the boat and then you get placed ontop of the oilrig (The top section, not underneath where I should be) Also I cannot enter the boat again once it's underneath the oilrig. I tried placing paths instead of roadways for the LOD which fixed the issue, but another issue occurred which was worse, that you swim on the oilrig, not walk. any clues, and I'd be grateful, Cheers, Matt.
  6. Oh really... Hmm I'll have to check on that, I just scale it down to something abit smaller and see.
  7. Ok then thanks, Also; When you angle yourself high enough in the sky (70 degrees), the whole oilrig will become invisible, (This issue maybe because of the polycount but am unsure).
  8. Yeah fixed it, I looked in tow down view and they were not really aligned togather (not rotation), so I put the on top of each other and it works fine. In the config, all i remember changing in the class was : Flagcarrier to : House
  9. I have now got the ladders working, after doing a few tweaks in the config, They seem to work fine all 4, although 2 seem to be weird. My charachter always climbs up them on an angle, and am unsure why. Any clues?
  10. Hello, I am currently porting over an object from ARMA to ARMA II, and I decided this object could use a proxy. I proxy all the pieces together it loads in ARMA 2 fine but the geometry (collision isn't there for the proxied objects) I have 1 base (the base) I have 4 sections (Proxied to the base) Base has collision but the 4 sections don't. I checked in Oxygen 2 for the individual models, and they all have geometry, with a mass. So what's happening in this situation? Is there something that needs to be added to the config to add the geometry?
  11. I just selected geometry in the base model and then chose the object by a proxy that I want to use, and then I just lined the geo lod up with the resolution lod. Although proxying roadways doesn't work, so I just merged them in.
  12. This object with be placed via the editor, Ok Jdog, I'll try that. What might the problem be with FlagCarrier? Cheers. ---------- Post added at 12:35 PM ---------- Previous post was at 12:34 PM ---------- What would you place in the view geometry lod? ---------- Post added at 01:59 PM ---------- Previous post was at 12:35 PM ---------- Ok I edited my config properly and is noused classed as a building, (house). Still not working, so what View geometry would I need or will i need to add a pathway to it or something maybe?
  13. Ok Well, I've tried what you've said and it's not working, this is what I have, the model's memory and the model's config. model's memory: http://img688.imageshack.us/img688/7277/unledic.jpg config: http://img811.imageshack.us/img811/8779/unled1nxv.jpg Any replies would be helpful
  14. Nevermind, I fixed it completely.
  15. Ok cheers thanks. Ill try and get this added in a few days as there were some major setbacks on the model which I can fix but will take a long time -.-
  16. Ok then, The model of the ladder is with the actual building itself. Plus there a 4 seperate ladders of various sizes. Do i need to make the ladders as a seperate .p3d and then maybe proxy them into the building? Or is there a way to do it with the setup as I said above?
  17. Hello, I don't know where to begin, Let's face it, I'm good at oxygen but horrible at using the config. I have successfully put the 2 models in my config and have used them in the editor, although once I click preview i receive - Error "bin\config.bin\cfgmodels\default.sections" Then I get led back to the editor which makes me have to press preview the 2nd time so I can use the editor. My objects have successfully loaded and they seem fine in game, it's just this error message seems to be making people angry on the server. This is how I have my setup before packing the PBO with PBOview. P:\du_RTA - I have the $PREFIX$, config.bin and the 2 models, which are .p3d. then I have P:\du_RTA\posters\ with all the .paa (textures). I'm not using a .cpp, As i'd probably prefer to use a .bin as it seems much cleaner to use. The 2 models I have created are just a roadsign and a speedcamera which are just static objects. This is what I have in the .bin. Any help would be much appreciated. ***ADDED*** I have also tried binarizing it with binPBO but once I do that the file size comes from 2.8mb to 800kb and then it won't show the vehicle class ingame.
  18. Ok I did a bit of checking, It turns out that the PREFIX is going to: du_rta, when it should go as du_objects? I checked the config.cpp for du_objects and no-where does it say RTA at all. Also, I have an unwanted model that keeps coming up even when it's not in the folder that I chose to pack? Just to be sure I uploaded that model to my email, then i deleted that model off the whole computer which is du_policebase.p3d (not completed yet, so don't want it in). Then when i use PBOVIEW to check, it's in there again? HOW?!! Also the prefix as above is staying as du_rta and should be du_objects.. I think i'm going mentally ill. Ill post a video of it if I have to.... ---------- Post added at 04:24 PM ---------- Previous post was at 03:28 PM ---------- Nevermind, I found out the problem and It all works smoothly, it was just BinPBO, I forgot I had set the prefix in binpbo to du_rta, and just changed the name of it, plus I ticked on clear temp folder, which got rid of that unneeded model. A BIG THANK YOU TO YOU ALL THAT HAVE HELPED. This thread can now be closed, or keep it running for other people need help.
  19. Actually Gnat, a big problem! I thought I'd create another .pbo with the same config [but edited for the 2 other objects] and it's coming up with this error for both models (Models worked in game before this config but same error as before at beginning) Cannot open object du_objects\du_atm.p3d Cannot open object du_objects\du_safe.p3d Comes up only when i select the individual model in the editor and hit preview. Heres the config for du_objects below: (Same as the RTA one but edited for these objects) #define private 0 #define protected 1 #define public 2 enum { // = 0, // Error parsing: Empty enum name }; class CfgPatches { class DU_OBJECTS { units[] = {}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicleClasses { class DU_OBJECTS { displayName = "DU - Objects"; }; }; class cfgVehicles { class FlagCarrier; // External class reference class du_atm : FlagCarrier { scope = public; icon = "\ca\data\data\Unknown_object.paa"; mapSize = 0.7; accuracy = 0.2; // accuracy needed to recognize type of this target displayName = "DU - ATM"; model = "\DU_OBJECTS\du_atm.p3d"; vehicleClass = DU_OBJECTS; }; class du_safe : FlagCarrier { scope = public; icon = "\ca\data\data\Unknown_object.paa"; mapSize = 0.7; accuracy = 0.2; // accuracy needed to recognize type of this target displayName = "DU - SAFE"; model = "\DU_OBJECTS\du_safe.p3d"; vehicleClass = DU_OBJECTS; }; }; THIS IS THE DU_RTA ONE BELOW as I made a few adjustments: (Works fine ingame - no errors.) #define private 0 #define protected 1 #define public 2 enum { // = 0, // Error parsing: Empty enum name }; class CfgPatches { class DU_RTA { units[] = {}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicleClasses { class DU_RTA { displayName = "DU - RTA"; }; }; class cfgVehicles { class FlagCarrier; // External class reference class du_roadsign_speed : FlagCarrier { scope = public; icon = "\ca\data\data\Unknown_object.paa"; mapSize = 0.7; accuracy = 0.2; // accuracy needed to recognize type of this target displayName = "Speed Camera Sign"; model = "\DU_RTA\du_roadsign_speed.p3d"; vehicleClass = DU_RTA; }; class du_speedcam : FlagCarrier { scope = public; icon = "\ca\data\data\Unknown_object.paa"; mapSize = 0.7; accuracy = 0.2; // accuracy needed to recognize type of this target displayName = "Speed Camera"; model = "\DU_RTA\du_speedcam.p3d"; vehicleClass = DU_RTA; }; }; Also to note: When i put the Du_objects.pbo in and when I go in the editor, the DU_rta.pbo is not there?!. Got out and deleted the objects.pbo and went back in and the du_rta was there and working... Me confused :(
  20. Omg, I feel like a bit of a d***head. Or should I say i fully feel like one. Let's clear this up, I'm a f'''ing terrible scripter, and always will be. I had no idea what hidden selection textures were in the first place. Let me just do what I need to fix and I'll report back. ---------- Post added at 10:30 PM ---------- Previous post was at 10:26 PM ---------- Ok, I'm getting 2 errors, which I reckon could be fixed easily but am unsure. When editing and click on Empty, this comes up: (The Class is blank in the editor) No entry 'bin\config.bin/CfgVehicleClasses.DU_RTA'. And when I choose the du_roadsign_speed.p3d model in the editor this appears. Error loading du_rta\du_roadsign_speed.p3d (Magic)
  21. Hmm that's strange, I don't have any model.cfg's? And whenever I de/unpbo something, I NEVER see a model.cfg? The error no longer comes up for me for 1 model but as soon As I tried gnat's quote for adding the 2nd, this appears in the log now: File p:\du_rta\config.cpp, line 30: /cfgVehicles/: Missing '}' Error 3 while parsing Error in config p:\du_rta\config.cpp W:\c\Poseidon\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked File p:\du_rta\config.cpp, line 30: /cfgVehicles/: Missing '}' Error 3 while parsing Error in config p:\du_rta\config.cpp W:\c\Poseidon\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked This is the new .cpp file: #define private 0 #define protected 1 #define public 2 enum { // = 0, // Error parsing: Empty enum name }; class CfgPatches { class DU_RTA { units[] = {}; weapons[] = {}; requiredVersion = 1.0; }; }; class cfgVehicles { class FlagCarrier; // External class reference class du_roadsign_speed : FlagCarrier { scope = public; icon = "\ca\data\data\Unknown_object.paa"; mapSize = 0.7; accuracy = 0.2; // accuracy needed to recognize type of this target hiddenSelections[] = {"Poster"}; displayName = "Speed Camera Sign"; hiddenSelectionsTextures[] = {"\DU_RTA\posters\speedcam.paa", "\DU_RTA\posters\pole_texture.paa", "\DU_RTA\posters\steel_back.paa"}; model = "\DU_RTA\du_roadsign_speed.p3d"; vehicleClass = DU_RTA; }; class du_speedcam : du_roadsign_speed { displayName = "Speed Camera"; model = "\DU_RTA\du_speedcam.p3d"; hiddenSelectionsTextures[] = {"\DU_RTA\posters\tew.paa"}; };
  22. How would I go on adding 2 models, do they need separate classes?
  23. Edit, hold up, had so much clutter, that things are not adding up. Will post back when things are more clear.
  24. Ok Gnat, I deleted that bin and the PREFIX, now I have the .cpp in place. BinPBO is now coming up with errors in the logfile when binarizing it and packing it to a PBO. File p:\du_rta\config.cpp, line 32: /cfgVehicles/du_roadsign_speed.accuracy: Member already defined. File p:\du_rta\config.cpp, line 62: /cfgVehicles/du_speedcam.accuracy: Member already defined. Error in config p:\du_rta\config.cpp File p:\du_rta\config.cpp, line 32: /cfgVehicles/du_roadsign_speed.accuracy: Member already defined. File p:\du_rta\config.cpp, line 62: /cfgVehicles/du_speedcam.accuracy: Member already defined. Error in config p:\du_rta\config.cpp It now seems I'm getting down to the problem, your Help or anyone elses would be great. Cheers, Matt.
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