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ghost123

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Posts posted by ghost123


  1. Thank you, ghost123.

    I think you must pack your addon in the p:\drive.

    In p:\*mod_folder_name*\*pbo_name*\

    and all of your paths in the config, p3d, and rvmats must be relative to p:, so say "*mod_folder_name*\*pbo_name*\p3d_name.p3d" or "ca\some_pbo_name\data\some_material.rvmat".

    I try that but again same problem.


  2. I downloded ArmA 2 sample models.

    Then i opened soldier.p3d model in O2 and do some changes on halmet and then i save it as vojnik1.p3d.

    Then i make new folder called pnk_vojska and i put there vojnik1.p3d model then normaly i change model path in config.cpp and put config in same folder.

    With BinPBO Personal Edition i check binarize options and select folder pnk_vojska to make .pbo file.

    When i done with that i just copy pnk_vojska.pbo file in arma 2 oa addons.

    I put soldier in editor on map and when i click preview game crash.

    That's everything i do with that model.


  3. well if you using example models you can release under that licence to arma2 - oa , this will help with feedback also ;).

    Now you need to list what :

    model used

    changes made

    arma.rpt for error information

    Model Used: ArmA 2 Sample Model

    I change some vertex positions on helmet

    arma.rpt file:

    Warning: pnk_vojska\srb_vojnik1.p3d: Degenerated triangle found on source triangles (1683,1681,789)

    Error: pnk_vojska\srb_vojnik1.p3d: Opposite edge to P(789, 1683) was not found - shadow geometry is not closed.


  4. I think he meant he tried it binarised and unbinarised ,thats how i read it

    Needs more info on what changes tho for more input .

    Yes, that's what I mean.

    Gnat;2080363']Don't expect much help .... because you're playing with fire my friend' date=' you are not allowed to unbinarize BIS models .....[/quote']

    This is only for personal use. I will not publish any addon because i just trying to learn modding ArmA that's everything.


  5. I have this problem when i write classes for more than 3 weapon in config.cpp

    here my config file

    #define private 0

    #define protected 1

    #define public 2

    #define true 1

    #define false 0

    #define TEast 0

    #define TWest 1

    #define TGuerrila 2

    #define TCivilian 3

    #define TSideUnknown 4

    #define TEnemy 5

    #define TFriendly 6

    #define TLogic 7

    class CfgPatches { class VILAS_RW_Forces { units[] = {"vil_rw"}; requiredVersion = 1.0; }; };

    class CfgFactionClasses {

    class vil_rw_Army {displayName = "East Weapons"; priority = 5; side = "TEast"; }; };

    class CfgVehicleClasses

    {

    class vil_rw { displayName = "Vilas Weapons";};

    };

    class Mode_SemiAuto {};

    class Mode_Burst : Mode_SemiAuto {};

    class Mode_FullAuto : Mode_SemiAuto {};

    class CfgOpticsEffect {

    class dkv_nspu_color {

    type = "ColorCorrections";

    priority = 2550;

    params[] = {1, 1, 0, [0.0, 0.0, 0.0, 0.0], [3.1, 4.9, 3.1, -1.7], [1.199, 0.587, 0.114, 0.0]};

    };

    class dkv_nspu_grain {

    type = "FilmGrain";

    priority = 2050;

    params[] = {0.1, 1, 1, 0.1, 0.1, false};

    };

    class dkv_nspu_blur {

    type = "radialBlur";

    priority = 1550;

    params[] = {0.02,0.02,0.40,0.40};

    };

    };

    class cfgWeapons {

    class Default;

    class PistolCore;

    class RifleCore;

    class MGunCore;

    class AK_BASE ;

    class AK_47_M ;

    class AK_107_kobra ;

    class AK_74 ;

    class SVD ;

    class AKS_74_U ;

    class RPK_74;

    class AK_47_S ;

    class AK_107_GL_kobra;

    class AKS_74_UN_kobra;

    class AK_74_GL;

    class VSS_vintorez;

    class PK;

    class RPG7V;

    class Makarov;

    class vil_Tt33 : Makarov {

    scope = 2;

    model = "\vilas_aks\vil_tetetka";

    displayName = "TT";

    dispersion = 0.01;

    magazines[] = {"vil_8Rnd_TT"};

    class Library {libTextDesc = "TT-33";};

    };

    class zas_m70 : AK_BASE {

    scope = public;

    model = "\pnk_zastava\zas_m70";

    picture = "\vilas_aks\ico\sks.paa";

    UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

    magazines[] = {"30Rnd_762x39_AK47"};

    displayname = Zastava M70;

    dexterity = 1.57;

    handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"};

    modes[] = { "Single", "FullAuto" };

    class Single : Mode_SemiAuto {

    begin1[] = {"ca\sounds\weapons\rifles\ak_single1", 1.77828, 1, 1000};

    soundBegin[] = {"begin1", 1};

    reloadTime = 0.1;

    recoil = "recoil_single_primary_5outof10";

    recoilProne = "recoil_single_primary_prone_5outof10";

    dispersion = 0.0018;

    minRange = 2;

    minRangeProbab = 0.3;

    midRange = 200;

    midRangeProbab = 0.7;

    maxRange = 400;

    maxRangeProbab = 0.05;

    aiRateOfFire = 10; // delay between shots at given distance

    aiRateOfFireDistance = 500;

    };

    class Library {

    libTextDesc = Yugoslavian Zastava M70 Assault Rifle;

    };

    descriptionShort = M70;

    };

    class zas_m70b : AK_BASE {

    scope = public;

    model = "\pnk_zastava\zas_m70b";

    picture = "\vilas_aks\ico\sks.paa";

    UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

    magazines[] = {"30Rnd_762x39_AK47"};

    displayname = Zastava M70AB;

    dexterity = 1.57;

    handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"};

    modes[] = { "Single", "FullAuto" };

    class Single : Mode_SemiAuto {

    begin1[] = {"ca\sounds\weapons\rifles\ak_single1", 1.77828, 1, 1000};

    soundBegin[] = {"begin1", 1};

    reloadTime = 0.1;

    recoil = "recoil_single_primary_5outof10";

    recoilProne = "recoil_single_primary_prone_5outof10";

    dispersion = 0.0018;

    minRange = 2;

    minRangeProbab = 0.3;

    midRange = 200;

    midRangeProbab = 0.7;

    maxRange = 400;

    maxRangeProbab = 0.05;

    aiRateOfFire = 10; // delay between shots at given distance

    aiRateOfFireDistance = 500;

    };

    class Library {

    libTextDesc = Yugoslavian Zastava M70 Assault Rifle;

    };

    descriptionShort = M70AB;

    };

    class zas_m80 : AK_BASE {

    scope = public;

    model = "\pnk_zastava\zas_m80";

    picture = "\vilas_aks\ico\sks.paa";

    UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

    magazines[] = {"30Rnd_556x45_Stanag"};

    displayname = Zastava M80;

    dexterity = 1.57;

    handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"};

    modes[] = { "Single", "FullAuto" };

    class Single : Mode_SemiAuto {

    begin1[] = {"ca\sounds\weapons\rifles\ak_single1", 1.77828, 1, 1000};

    soundBegin[] = {"begin1", 1};

    reloadTime = 0.1;

    recoil = "recoil_single_primary_5outof10";

    recoilProne = "recoil_single_primary_prone_5outof10";

    dispersion = 0.0018;

    minRange = 2;

    minRangeProbab = 0.3;

    midRange = 200;

    midRangeProbab = 0.7;

    maxRange = 400;

    maxRangeProbab = 0.05;

    aiRateOfFire = 10; // delay between shots at given distance

    aiRateOfFireDistance = 500;

    };

    class Library {

    libTextDesc = Yugoslavian Zastava M80 Assault Rifle;

    };

    descriptionShort = M80;

    };

    class zas_m84 : AK_BASE {

    scope = public;

    model = "\pnk_zastava\zas_m84";

    picture = "\vilas_aks\ico\sks.paa";

    UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

    magazines[] = {"100Rnd_762x54_PK"};

    displayname = Zastava M84;

    handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"};

    dexterity = 1.57;

    modes[] = { "FullAuto" };

    class Single : Mode_SemiAuto {

    begin1[] = {"ca\sounds\weapons\rifles\ak_single1", 1.77828, 1, 1000};

    soundBegin[] = {"begin1", 1};

    reloadTime = 0.1;

    recoil = "recoil_single_primary_5outof10";

    recoilProne = "recoil_single_primary_prone_5outof10";

    dispersion = 0.0018;

    minRange = 2;

    minRangeProbab = 0.3;

    midRange = 200;

    midRangeProbab = 0.7;

    maxRange = 400;

    maxRangeProbab = 0.05;

    aiRateOfFire = 10; // delay between shots at given distance

    aiRateOfFireDistance = 500;

    };

    class Library {

    libTextDesc = Yugoslavian Zastava M84 LMG;

    };

    descriptionShort = M84;

    };

    class zas_m91 : AK_BASE {

    scope = public;

    model = "\pnk_zastava\zas_m91";

    picture = "\vilas_aks\ico\sks.paa";

    UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

    magazines[] = {"10Rnd_762x54_SVD"};

    modelOptics = "\ca\Weapons\2Dscope_MilDot_14";

    opticsPPEffects = {"OpticsCHAbera1", "OpticsBlur1"};

    opticsFlare = 1;

    opticsDisablePeripherialVision = 1;

    opticsZoomInit = 0.055300;

    opticsZoomMin = 0.017800;

    distanceZoomMin = 500;

    opticsZoomMax = 0.055300;

    distanceZoomMax = 200;

    displayname = Zastava M91;

    handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"};

    dexterity = 1.57;

    modes[] = { "Single" };

    class Single : Mode_SemiAuto {

    begin1[] = {"ca\sounds\weapons\rifles\ak_single1", 1.77828, 1, 1000};

    soundBegin[] = {"begin1", 1};

    reloadTime = 0.1;

    recoil = "recoil_single_primary_5outof10";

    recoilProne = "recoil_single_primary_prone_5outof10";

    dispersion = 0.0018;

    minRange = 2;

    minRangeProbab = 0.3;

    midRange = 200;

    midRangeProbab = 0.7;

    maxRange = 400;

    maxRangeProbab = 0.05;

    aiRateOfFire = 10; // delay between shots at given distance

    aiRateOfFireDistance = 500;

    };

    class Library {

    libTextDesc = Yugoslavian Zastava M91 Sniper;

    };

    descriptionShort = M91;

    };

    class CfgVehicles {

    line 156: .zas_m85: Undefined base class "AK_BASE"

    When i delete class for zas_85 game work witout errors.

    This is only a half of config its too long.


  6. After 5min work in Oxygen my monitor just display black screen and it's say "No signal, Going to sleep" I need to restart my pc.

    I have 1gb Ram,512mb Graphic card ATI Radeon 2600 HD, 2.4ghz Dual Core processor. last graphic drivers installed and updated direrctx 10.

    This is happen only when i work in Oxygen. Only way to work in oxygen is to start pc in safe mode but then i can't run arma 2.

    Thanks in advance.

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