ghost123
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Posts posted by ghost123
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Anyone know what cane be problem?
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Have you tried binarizing the unaltered soldier p3d?I solved the problem. I delete ShadowVolume and now it's work fine.
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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.
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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.
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vojnik means soldier, right? Are you using the ArmA 2 Russian Soldier sample?Yes, vojnik mean soldier.
I downloaded sample models from here http://forums.bistudio.com/showthread.php?p=1413200#post1413200 so it's probably russian soldier.
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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.
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I think he meant he tried it binarised and unbinarised ,thats how i read itNeeds 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.
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I edited bis example model and put it in game adn in editor but always when i mission on loading screen in editor game crash. I tyr with unbinarized and to binarize model but always same happen.
What can be problem?
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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.
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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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No signal problem
in ARMA 2 & OA : MODELLING - (O2)
Posted
Working with both, in Oxygen and with Buldozer.
Monitor Resolution is 1600 by 900 32bit Windows XP, ATI Radeon hd 2600 512mb.