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mike44

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  1. Can anyone give me a bio2s script that will remove materials from all LODS of a model? I have a script that I have been cutting and pasting and experimenting with to do various things to a bunch of models but I can't seem to make that part work for some reason. I just need to remove all rvmats from all models in a folder full of models. Right now I have it adding named properties, but can't seem to get the syntax right for it to remove the materials. Thanks for your help. Mike
  2. mike44

    mirror modeling

    it would be for vbs2
  3. Hi all, can someone tell me how to make a mirror? I've read through the developers reference and follow it pretty well but the examples are for a vehicle and for an object which uses a script. Is it possible to have a mirror or camera on an object but not use a script? I need to make a traffic mirror so that people can see themselves in it. Thanks for your help.
  4. mike44

    merging textures

    I can get my hands on an old version of O2, how would I go about it?
  5. mike44

    merging textures

    I can save as p3d old version it says. How would I do it if I did?
  6. mike44

    merging textures

    Hi All, is it possible to make a single texture from a model that has already been textured with many different textures? We're having performance issues and I think it is because our models have too many sections and textures. We have A BUNCH of p3d's that have been textured with many different tga and I'd like to merge them down to as few as possible to optimize them a bit. I was able to merge all the textures in texmerge but then when I "merge textures" in O2 with the ptm I make they don' t come out right because many of my textures are repeated along a single face and the one texture doesn't represent the entire area it covers. Does that make sense? It was originally textured with background mapping and other ways in .flt. Is it possible for part of a merged texture to repeat itself along a face or for me to "unwrap" my model so the textures represent the areas they cover? Does this make sense? Thanks for your help
  7. I tried making those changes and its still not working. If anyone has any ideas please let me know, I really need to get this figured out. model.cfg class CfgSkeletons // Delare super class. { class Default; // Declare the parent class to inherit from on the next line . class barndoor_slide : Default // Add a new classname and specify a parent class to inherit from. { skeletonInherit = "Default"; // Repeat the parent class from above, inherit the parent class skeleton. skeletonBones[] = // Define new bones here. { "main_elev","" // New bone, pattern is "child","parent", }; }; }; class CfgModels { class Building_8D_AP_Closed; class dos_UB_Bldg_25and26: Building_8D_AP_Closed {}; //place your .p3D model name (without extension) in place of bia_watertank skeletonName="barndoor_slide"; // Which skeleton to use, as defined in the super class CfgSkeletons. class Animations // Define new animations within this class. { class barndoor_go // The class name of the animation. { type="translation"; source="barndoor_go"; //animation type translation -- it uses the distance/vector between two memory points selection="barndoor"; //named selection in model, and bone in skeleton axis="barndoor_axis"; //two memory points in memory LOD, the distance between should match the desired translation distance memory="true"; //look in the memory LOD for the axis points, should always be 1 minValue="0"; //this animation starts when the source is at 0 maxValue="1"; //this animation ends when the source is at 1 offset0=0; //this animation starts relative to the position of the first memory point offset1=1; //this animation ends relative to the position of the second memory point (if the mem points are 1m apart, the animation moves 1m) }; }; }; }; ------------------------------------- config.cpp //always include the defines common to all configs at the top of the file #include "\vbs2\customer\defines.hpp" //-------------------------------------------------------------------- //always change this to be the path (without drive) to the directory you are working in! #define __CurrentDir__ \vbs2\customer\structures\dos_hohenfels\dos_UB_Bldg_25and26 //put the name of the folder you are working in here (no path, just foldername) FOLDER_NAME(dos_UB_Bldg_25and26); //-------------------------------------------------------------------- //tell simulation we are creating categories for the listing of objects in the editor class CfgVehicleClasses { class TerraSIM //this classname is used below { displayname = "Hohenfels"; //display name for this category that shows up in editor }; }; //-------------------------------------------------------------------- class VBS2_Ruins_Generic; //this declares a class that already exists in VBS2 and we will use it below for Destruction Effects //tells the simulation we are configuring objects/vehicles/people class CfgVehicles { class Building_8D_AP_Closed; //replace 3D with the number of doors in the building! class BUILD_NAME(dos_UB_Bldg_25and26) : Building_8D_AP_Closed //replace 3D. Also place the name of your .p3D model (without extension) inside the parethesis next to BUILD_NAME! { scope = public; //makes this class available in the simulator DisplayName = "dos_UB_Bldg_25and26"; //displayed name of building in editor vehicleClass = TerraSIM; //name of editor class this object resides in, created in CfgVehicleClasses model = __CurrentDir__\dos_UB_Bldg_25and26; //replace last part with the name of your .p3D model armor = 500; //how much damage the building can take before being destroyed; it is not in any specific units, and is also influenced by the size of the model destrType = DestructBuilding; //what happens when this structure is destroyed; see bottom of config for options ladders[]= //list the pairs of starting/ending memory points for ladders in this structure { //{"start1","end1"}//, //use a comma to separate each pair //{"start2","end2"}, //{"start4","end4"} //(commented out examples of more ladders) }; class AnimationSources // Declares an animation source. { class barndoor_go // This classname must match the name defined in the "source" parameter, located in the aniamtion definitions of the model.cfg { source = "user"; animPeriod = 5; // Duration in time when animated in game. }; }; class UserActions // Within this class are contained the definitions for the ingame side action menu options, avaliable to a player to use an animations. { class Openbarndoor // User defined classname. { displayName = "Open Barn Door"; // The text that appears in the side action menu. position = barndoor_ap; // The named selection of the memory point in the memory lod of the model, which defines the position the player needs to be near for the side action menu to be come avaliable. position = "barndoor_ap"; radius = 4; // The minimum distance the player needs to be from the memory point for option to become avaliable in the side action menu. onlyForPlayer = false; // Can AI subordinates be ordered to use this animation, if yes then use the "false" parameter. // Condition is the code used to detirmined if the option to use this animation should be avaliable. // The animation classname from the model.cfg needs to be defined here, in this case "reardoor_right_anim". // The next parameter states that if the animation phase is "less than to 0.5" then the option to open the doors will be avaliable. 0 = closed, 1 = open. condition = "this animationPhase ""barndoor_go"" == 0"; statement = "this animate [""barndoor_go"", 1]"; // Once the condition is met this is what will happen. }; class Closebarndoor: Openbarndoor { displayName = "Close Barn Door"; position = "barndoor_ap"; radius = 4; onlyForPlayer = false; condition = "this animationPhase ""barndoor_go"" == 1"; statement = "this animate [""barndoor_go"", 1]"; }; }; }; }; //-------------------------------------------------------------------- /* Possible values for destrType: DestructNo - no visual destruction effect DestructBuilding - object sinks into the ground and ruins remain; class destructioneffects must also be configured DestructEngine - object explodes DestructTree - object falls over; pivoting around the Z axis DestructTent - object folds inwards on itself */
  8. thanks guys! I'll give that a shot and let you know how it turns out.
  9. I am working with VBS2 but I can't get any to help over there so I thought I would try over here
  10. Hi All, I'm pretty new to this and need some help making a sliding door on a building. The building has 8 regular rotating doors which I have working fine, but I can't get the sliding one to work. Can someone tell me what I need to do to my conifigs to get it to work? The door has a named selection barndoor in 1.0 LOD, Geometry LOD and Memory LOD. Also in memory LOD is barndoor_axis and barndoor_ap. My configs are pasted below. Thanks for your help! model.cfg class CfgSkeletons // Delare super class. { class Default; // Declare the parent class to inherit from on the next line . class barndoor_slide : Default // Add a new classname and specify a parent class to inherit from. { skeletonInherit = "Default"; // Repeat the parent class from above, inherit the parent class skeleton. skeletonBones[] = // Define new bones here. { "barndoor","" // New bone, pattern is "child","parent", }; }; }; class CfgModels { class Building_9D; class dos_UB_Bldg_25and26: Building_9D {}; //place your .p3D model name (without extension) in place of bia_watertank { skeletonName="barndoor_slide"; // Which skeleton to use, as defined in the super class CfgSkeletons. class Animations // Define new animations within this class. { class barndoor_open // The class name of the animation. { type="translation"; source="barndoor_open"; //animation type translation -- it uses the distance/vector between two memory points selection="barndoor"; //named selection in model, and bone in skeleton axis="barndoor_axis"; //two memory points in memory LOD, the distance between should match the desired translation distance memory=1; //look in the memory LOD for the axis points, should always be 1 minValue="0"; //this animation starts when the source is at 0 maxValue="1"; //this animation ends when the source is at 1 offset0=0; //this animation starts relative to the position of the first memory point offset1=1; //this animation ends relative to the position of the second memory point (if the mem points are 1m apart, the animation moves 1m) }; }; }; }; -------------------------------------------------------------- config.cpp //always include the defines common to all configs at the top of the file #include "\vbs2\customer\defines.hpp" //-------------------------------------------------------------------- //always change this to be the path (without drive) to the directory you are working in! #define __CurrentDir__ \vbs2\customer\structures\dos_hohenfels\dos_UB_Bldg_25and26 //put the name of the folder you are working in here (no path, just foldername) FOLDER_NAME(dos_UB_Bldg_25and26); //-------------------------------------------------------------------- //tell simulation we are creating categories for the listing of objects in the editor class CfgVehicleClasses { class Terrasim //this classname is used below { displayname = "Hohenfels"; //display name for this category that shows up in editor }; }; //-------------------------------------------------------------------- class VBS2_Ruins_Generic; //this declares a class that already exists in VBS2 and we will use it below for Destruction Effects //tells the simulation we are configuring objects/vehicles/people class CfgVehicles { class Building_9D_AP_Closed; //replace 3D with the number of doors in the building! class BUILD_NAME(dos_UB_Bldg_25and26) : Building_9D_AP_Closed //replace 3D. Also place the name of your .p3D model (without extension) inside the parethesis next to BUILD_NAME! { scope = public; //makes this class available in the simulator DisplayName = "dos_UB_Bldg_25and26"; //displayed name of building in editor vehicleClass = TerraSIM; //name of editor class this object resides in, created in CfgVehicleClasses model = __CurrentDir__\dos_UB_Bldg_25and26; //replace last part with the name of your .p3D model armor = 500; //how much damage the building can take before being destroyed; it is not in any specific units, and is also influenced by the size of the model destrType = DestructBuilding; //what happens when this structure is destroyed; see bottom of config for options ladders[]= //list the pairs of starting/ending memory points for ladders in this structure { //{"start1","end1"}//, //use a comma to separate each pair //{"start2","end2"}, //{"start4","end4"} //(commented out examples of more ladders) }; class AnimationSources // Declares an animation source. { class barndoor_open // This classname must match the name defined in the "source" parameter, located in the aniamtion definitions of the model.cfg { animPeriod = 5; // Duration in time when animated in game. }; }; class UserActions // Within this class are contained the definitions for the ingame side action menu options, avaliable to a player to use an animations. { class Openbarndoor // User defined classname. { displayNameDefault = $STR_ACTIONS_VBS2_Barndoor_OPEN; displayName = $STR_ACTIONS_VBS2_Barndoor_OPEN; // The text that appears in the side action menu. position = barndoor_ap; // The named selection of the memory point in the memory lod of the model, which defines the position the player needs to be near for the side action menu to be come avaliable. radius = 4; // The minimum distance the player needs to be from the memory point for option to become avaliable in the side action menu. onlyForPlayer = true; // Can AI subordinates be ordered to use this animation, if yes then use the "false" parameter. // Condition is the code used to detirmined if the option to use this animation should be avaliable. // The animation classname from the model.cfg needs to be defined here, in this case "reardoor_right_anim". // The next parameter states that if the animation phase is "less than to 0.5" then the option to open the doors will be avaliable. 0 = closed, 1 = open. condition = "this animationPhase ""gate_open"" < 0.5"; statement = "this animate [""gate_open"", 1]"; // Once the condition is met this is what will happen. }; class Closebarndoor { displayNameDefault = $STR_ACTIONS_VBS2_Barndoor_CLOSE; displayName = $STR_ACTIONS_VBS2_Barndoor_CLOSE; position = barndoor_ap; radius = 4; onlyForPlayer = true; condition = "this animationPhase ""gate_open"" >= 0.5"; statement = "this animate [""gate_open"", 0]"; }; }; }; class DestructionEffects: VBS2_Ruins_Generic {}; = "\vbs2\plugins\IWV\Data\close_door.paa"; }; }; //-------------------------------------------------------------------- /* Possible values for destrType: DestructNo - no visual destruction effect DestructBuilding - object sinks into the ground and ruins remain; class destructioneffects must also be configured DestructEngine - object explodes DestructTree - object falls over; pivoting around the Z axis DestructTent - object folds inwards on itself */
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